I want to add just 2 cents to the already good answers. You have plenty of very valuable positive feedback in the other questions, and I feel compelled to present a stand out feedback.
The D&D system with hit points is by-design created without injury in mind. There are two facts to consider.
The first fact is that the hit points system is not made to represent how many wounds a character takes. It is made to reduce the chance of being wounded mortally. I will explain myself with an example. Say you are a very young, real (not in-game) warrior. Your lack of skills to parry and reduce damage is reflected in the fact that facing an enemy, you are hit easily and this wound can disable your ability to fight and defend yourself considerably or even totally. [*] On the other hand, if you are a very skilled swordsman, your ability to parry is increased, and you considerably reduce the danger of getting wounded.
D&D mapped this real-world scenario into two characteristics: the first is AC. the second is hit points. A very skilled, high level character has a bunch of hit points not because he is able to absorb one hundred hits with a sword. It is that because of those one hundred successful hits, the highly skilled warrior is actually able to parry (even if they pass the armour class). The master renders this fact as "you are hit", but it's not an accurate description of the game mechanics. It can clearly produce absurd situations such as a highly level warrior falling hundreds of meters and stepping away like Wile Coyote, but ok...
So, when a highly skilled warrior is "hit" in D&D, he is not actually hit. He is just more able to prevent damage from potentially dangerous attacks than a low-level character. If you include a wounding rule every time a character is hit, you are biasing against high level characters, because the actual in-game hits resulting from a throw are not real-world hits at all.
The second point is that the d20 system is not really well suited for partial disabling. Yes, you can fit it, and you can also have fun with it, but it is a system made for heroes, like those in the chanson de Roland, the Iliad, Odissey, Aeneid, and so on. These people are meant to be supernatural in some way, because the game system wants them supernatural. Introducing a system that on purpose makes this superheroes with a strong defect such as a broken arm and therefore unable to use a weapon makes the game unbalanced.
This fact is also well exposed in the pure essence of the d20. Kill everything. Real world does not work like this. A real-world fight is a dangerous activity which must be avoided at any cost, unless strictly necessary. Game systems such as GURPS are less focused on fights, and are more similar to a real world scenario.
[*] Roman warriors used a short, fast sword (gladio) because the point was to hit the enemy just slightly, and that was enough. A broad sword with a strong impact would surely mess up the enemy, but even a superficial wound is enough to put a warrior onto his knees. Romans understood this and preferred agility and ability to hit your opponent fast and then get to safety instead of brutal dismembering of the opponent with a clumsy sword, staying without a defensive guard and unbalanced for an insanely huge time.