I was thinking, a big part of why the really awful wounds are awful is because of the sheer amount of time required to heal them, and that they can more or less stack up forever. Nasty lacerations, wretched gores and severe maulings all are quite awful wounds, and when the choices are between stitch patching and having a wound that sticks around for several months (which is ridiculous; this game's timescale should not be looking at irl months unless you want to drive away players). That said, that mechanic can still more or less stay as it already was- if the wounds didn't stack up so damned high.
I'm sure most people would prefer, for example, having nasty laceration have a maximum wound cap of 5% of your maximum health, and when it goes over that breaking point, it instead creates a new wound. If you have 90 con, that's a maximum wound of 15, so even if you would receive say 60 points of severe laceration, it would come in form of 4 different wounds- and instead of requiring 60 days to heal, it'd only require 15 days total. For such characters, the extra wounds also compounds the debuffs- so it's still quite punishing to stack up these wounds (and at times, arguably worse than a single large wound)- but at the very least you don't need to wait several months to play once again.
Arguably a bit worse off for early game, though. Still think the minimum healing rate on any wound should be 1 per 12 hours (aside from permanent ones like wart/nerve ofc)