I play in Mr Peabody's groups and as he writes, we have adopted several changes from Calmdown's threads, such as limiting games to 5-6 turns, allowing warbands to gain treasure by simply possessing it as the game ends (although exiting is much safer), and gaining 20 experience for any spell cast but NOT gaining exp for killing with spells (to prevent Attacker-type casters from having an advantage).
As well, if any treasures are left unclaimed at game end, all players share 25 exp for each.
I've played at least 8 games with this system and found the result is a huge focus on gathering treasure and casting spells to gain experience while opting for attacks/kills only when it makes tactical sense - generally to deprive another warband of treasure. Additionally, many games start with wandering demons in the area, so the beasties often draw most of the attacks in the opening turns.
So unlike the OP, I find games are somewhat less bloody than I'm used to, with Casters using spells such as Leap or Telekinesis to get as much treasure and experience as possible. Watching players use create spell combos in pursuit of experience rather than simply battling for kills is another great selling point of Frostgrave for me.
And finally, let's recall that in the Campaign system, most of those characters you thought were dead during the game generally return after rolling on the Wound table after the game.