As the Aging replacement steam train is once again happily driving onwards, I thought I'd revive this thread to re-emphasise this in-game mechanic for replacing aging (and Indigos suggestion at the same time too - the thread did get somewhat side-tracked from discussing my suggestion...).
Specifically, allow me to re-state the good sides of this suggestion:
-There is no other in-game mechanic that can be incorporated with as few rules changes as this.
-The amount of niggling injuries and stat reductions is increased (assuming no apothecaries) by a factor of 2.5!
-Permanent injuries by a factor of 1.75!
-Still, as the amount of MNG's stays the same as before, teams can keep playing as usual. So the likelihood of having too-boring-many players missing a game due to MNG injuries stays the same.
-When apothecaries are counted in, the high-AV teams suffer more than low AV teams(*)
-Bundled with the lower income of the LRB-era, this system should remove the need for an aging system altogether (with the Playtesting-Shall-Tell reservation, of course)
The problem, of course, is that this system hasn't gained even as much support as EXP did (this system has only the developer behind it, whereas [according to some rumours] EXP also has the support of a certain influential person

)... oh well... I thought I'd still bring it up.
(*) How come high-AV teams are affected more?
A high-AV team suffers definitely less injuries per game. Thus, they can heal a higher proportion of them with the apothecary! Often they can even escape a game without a single permanent injury. Enhanced badly hurts go a long way to preventing this.