I got pretty far programming an RL using an action points system; stable, playable, good variety, etc. Then I scrapped the whole thing, because the action points system flat out did not work for what I had set up.
Action points make turns take much, much longer. The only way it really woks is if there's something tactically interesting going on every turn. That is, if there's always combat and no real exploration except for maybe a couple of turns before combat breaks out to build tension. I tried auto-ending turns after movement if there were no enemies present, and it still wound up slow.
What really drug it out was the enemy turns. Since they were doing multiple things, they had to go sequentially, and slowly enough that the player could tell what was going on. If I were to try again, I would execute movement animations together (see: Shiren the Wanderer). Or probably go with a modal system, so that only the battles are in tactical mode (like Disgaea, or Advance Wars).