6 minutes ago, Thiago Monteiro said:One important distinction to make is between being complex and being opaque. Your game can be mechanically simple and still provide complex strategies to reach victory. Simply having complex mechanics does not prevent the existence of only one or two viable playing options (rendering the whole thing meaningless).
I was just about to mention this, but from a different direction. Having a lot of options with action points will not only introduce complexity to the player, it will also give additional complexity for you. You'll need to balance the range of actions and possible costs up very carefully, to ensure that the opportunity costs involved in each will sum correctly.
On the other hand...
11 minutes ago, Thiago Monteiro said:I agree with SomeoneRichards here that it is not laziness really. In both in pen & paper and video games, I believe, there has been a shift away from certain forms of complexity. The problem with that was that, in the most egregious cases, you'd be kept away from the game in order to search something in a manual to understand what 1 out of dozens of small stats actually mean in terms of game. With more streamlined modern games, you can focus more on the gaming aspect of your game
...and I feel dirty for saying this, but if your game is lacking somewhere else (aesthetics, depth, etc) forcing your players to focus on the intricacies of this system might be a handy distraction...
To be honest, I think your best bet at the moment would be to forget about the specific implication details, and think about the scope of applicable actions. Make a list of the kinds of actions that your player's characters will be able to perform, and try to identify the most likely combinations. You might find that look at the range of actions tells you everything that you need to know.