A couple of suggestions:
Since there are no comparative values on the UI (which isn't too much of a drama, since the player should be well aware of their max AP and HP) and the giant circle representing a less critical stat (weapon reach) I mocked up an idea that toys with showing the critical info on the active playing area. The inner circle can rotate slowly if need be, and there are countless permutations of similar UI elements that can be driven with vector graphic circles around the player. The pic is fairly self explanatory:
Linkage.
I also changed the weapon slots as per Spazmo's suggestion, which makes sense to me.
There's also an addition of a toggle between weapon sets (which could probably be represented in a less ambiguous fashion than the "1|2" in the pic, if indeed the character is expected to make weapon changes without accessing inventory. Even if it's done at an AP cost (albeit a lesser one than rummaging around in your pack) I think it's a reasonable enhancement to the system.
Now onto the questions:
The cursor shows the amount of APs it would cost to move where it's pointing at.
Does it also plot a short path? It's unlikely to be a drama if you're only dealing with small AP pools and short distances, but it's a nice enhancement if it shows why it's returning the AP value that it does.
I prefer non-lethal combat like in Gothic. You want someone really and properly dead, you finish them off. That way you can fight someone without being forced to kill, it works both ways, of course. It also separates good fighters from killers - the game reflects and reacts to your ways.
That's awesome, and I really like the idea, but a couple of concerns.
First of all, are there any distinctions made a la Gothic between areas where fighting is non-lethal and areas that aren't? This to me seems like a fairly artificial restriction (since the devs didn't want to have to account for sparing the lives of bandits, orcs and what not outside of the major settlements.) and it would be nice if I could get into most, if not all fights with a non lethal resolution.
Second, and kind of tied in with that, what can the player expect from foes they spare the lives of? I'd assume you can take their equipment and render them helpless, but can I talk to them? Imprison them? Restrain them? Torture them? And assuming I go on my merry way, will they disappear into some kind of limbo, or will it have gameplay effects, such a defeated foe becoming part of a civilian population somewhere close by, or perhaps taking up arms again, thus giving humanitarian resolution of a "stop the bandits" quest extra depth beyond "We beat you, never do it again! KK? lolz"
Lastly, does a deathblow need to be deliberately administered to each victim, or will some enemies die in the course of battle? The critical hit shown in the screenshot looks like an outright killer to me, and a few chaotic elements might be good provided there is is leeway for accidental death in the game's accounting for non-lethal characters.