Originally Posted by
Grod_The_Giant
Honestly, I think you're still overcomplicating things. For most games, "you level up at the end of each little story arc" is all you need. Your players finish clearing a dungeon after a few sessions of work? Level up. They track the kidnapped dragon back to the princess' lair and save him? Level up. If the system doesn't use experience points as currency (ie, 3.5e D&D's crafting, or Mutants and Masterminds power points), there's no much point in that level of granularity.