The following is an opinion of mine that I'm open to having changed.
The Consciousness Check rules make unconsciousness too likely to occur, and the Bleeding Check rules make bleeding too unlikely. These rules neither simulate reality well nor improve gameplay. But I have a fix for this that is consistent with RAW, with which I end this post.
According to page 184, every time a character takes any amount of Standard or Fatigue damage, it needs to pass a Consciousness Check (2d6 + WIL link modifier + Standard and Fatigue damage modifiers, TN 7) or go unconscious. Since most characters only have at most a +1 WIL link modifier, they will go unconscious a lot. A character that loses initiative may get shot twice by one opponent and need to make two Consciousness Checks; failing one of them can mean death. And if it doesn't mean death, the player with an unconscious character cannot play the game for at least one round, until they pass a Consciousness Check in the end phase. Players dislike being unable to play. What's more, this rule doesn't simulate reality, where people go unconscious from particularly bad, not all, concussions. Most blows to the head or body (even in football or boxing) aren't strong enough to cause a concussion, but in AToW, if I so much as stub my toe, I'm likely to go unconscious from a concussion.
According to page 184, Bleeding Checks are only made when receiving Standard damage greater than BOD/2 rounded up, and the Check is an unmodified BOD Attribute Check, meaning we don't add in Standard or Fatigue damage modifiers. Thus, Bleeding Checks are more unlikely to occur and easier to pass than Consciousness Checks. But in reality, people can easily start bleeding out and can hardly go unconscious from suffering concussions.
To fix this, I have the bad guys ignore unconscious PCs, and I allow PCs to bring their friendly unconscious PCs to consciousness with a MedTech Skill roll.
What are your thoughts on the topic?