Simple Rolls: you can skip the resistance roll for wounds and just use the current wound modifier. This is harsh but fair; effect is what you can roll above that. If you want to make characters heal faster, use the current wound score as the DL to resist the recovery.

Magical Healing: Spells can heal Injury point for point of effect after resistance, but you might prefer not to make light of damage taken. If you want to make healing cost, those points transfer to the healer as Complications. You might also (or alternately) limit magical healing to one extra recovery attempt per game day to prevent it from trivializing physical consequences.

Realistic Healing: Cap recovery at one point per day regardless of roll results if you want to emphasize the cost of violence. This has the side effect of making lower level characters heal relatively incapacitating wounds much more quickly, but this is because they are so much easier to incapacitate. Higher level characters are harder to take Down, and more likely to receive Harm that takes longer to heal. Being a hero has costs.

Lethality: By default, Down characters become unconscious or incapacitated, but don't die unless the group agrees they should. Attackers can easily finish off Down opponents if they take the time, but most fights end when the threat is neutralized. If you want grimdark, assume all potential Complications become shock and maybe coma if a Down character isn't successfully treated in a reasonable amount of time. In game terms, no treatment means all points are treated as Injuries.

Critical Complications: A fail on a recovery is always bad. An extreme fail is really bad. The wound has developed an additional problem such as an infection, and the wound gets to make an attack roll. These mean serious and possibly permanent alterations! To resolve them, the character must accept a relevant Hook.