"They're wounded, and flee" is a veritable engine of fun: an outcome which drives the story.
Sometimes, it's exactly what the attacker's hoping for, but sometimes it's actually the harshest deal you can give a PC on a 7-9 weak hit. But what I really loved was when, yesterday, Iago attacked an NPC from concealment to prevent her from attacking Dix in turn and, on a 10+ hit, chose to make her flee - it looked like the best tactical choice in the moment - but then had to regret it (the character did, not necessarily the player) when having allowed the NPC to escape made their situation much more complicated (and dangerous).
The availability of this one 2-harm option was what allowed me to set up a whole Thieves in the House situation with a dangerous, monstrous beast let loose to destroy the intruders: perfect swords & sorcery moment.
I wonder whether it's on purpose that putting armor on an NPC totally closes off such a development. Maybe there could be a 1-harm option to the effect that they cautiously retreat, uninjured, or something like that?