In the last game session Henril, the fighter was physically wounded. He was at -5 STR specifically. Now this didn't have an effect on his hit points once he had rested up, and since he was strong to begin with it didn't slow him down too much aside from his bonuses in combat. I like the idea of hit points being fatigue and stat damage being actual physical damage, I think it's working out well. However it was brought up that by automatically having damage move from HP to STR the system might be singling out Fighters and that even a pretty severe wound wouldn't really slow down some characters.
The suggestion was that Rogues or Hunters who were wounded wouldn't really be impacted since they don't rely on STR but can leverage DEX for their bonuses. As for the other classes, well they aside from being closer to death, it really didn't impact them if they weren't doing melee anyway. It was remarked (and not just by the player playing the fighter!) that maybe once you hit 0 hp the damage should translate to all the stats, a general -1 à la Savage Worlds, or maybe both the 'physical' stats DEX and STR should be impacted. I can see the logic in this and really if you have a broken rib you might not be at your best at the annual goose juggling competition either. I can see it impacting the other stats as well really - pain is distracting and it lowers your ability to be either pleasant or intimidating. The only problem I see for this is that if you are tracking more than one stat this way which one is going to indicate when you snuff it. If you have a 16 STR but a 7 DEX will you die at -7 or -16?