Brian, regarding criticals;
Are you resigned to only the one form of critical hit, or are there status modifiers? For a little added depth, the notion of lucky-hits to the spinal column would be nice for dropping a still-dangerous Z. Perhaps the knees.
Critical hits are dependent on skill level, the weapon type, and the modifier (how big the multiplier is to critical damage) and tied into that is the chance to cause status effects, which again ties into weapon types. Critical hits are assumed to be on critical areas of the body (heads for zombies, for example) and status effects target certain points of the body like arms, legs, head. Most weapons specialize in certain types of status effects or higher criticals - for example, a bludgeoning weapon will never cause bleeding, but a slashing weapon has a high chance of causing bleeding (which is great against humans, but zombies don't bleed).
Are you intending zombies in various postures, such as crawling or laying dormant on the floor? I supposed in an RPG the interface makes it harder to 'fake death', as most characters have some kind of selection ring or indicator differentiating them from an 'environmental' corpse model. Which is a pity.
There are three types of zombies - normal zombies, crawling zombies, and zombies that have been set on fire. Normal zombies are the most common type. Crawling zombies are slow, but harder to spot. Flaming zombies are normal zombies that have been set on fire. Fire doesn't kill zombies right away, so if you or someone you hate were to set a bunch of them on fire in close proximity, the zombies will do everything they normally do, except now they can cause fire damage/statuses with their attacks. Also, if former humans are wearing gear such as a helmet or protective armor, they may be harder to take down than zombies with normal clothing on.