I'm not quite sure what to say about this. It's like uh... you took a step in the right direction, but tripped and fell into a ditch, then accidentally started walking in the wrong direction because you were so disoriented from the fall.
I definitely agree with messing with the densities for more devastating strikes and making it easier to build momentum, as well as tailoring points to striking, two things I've made sure to do in all my striking mods.
Now, as a player, I can't quite make myself like this mod. The gamerules are messy and some are even a little anti-striking (super low tf is more suited to mods designed for accuracy and quick engagements, not mods with gigantic (bigger than lenshu's) dojos and no grabbing, where there is a lot of dead space where you aren't near your opponent. It becomes unnecessary and counter-productive.
I looked through the mod in notepad, and only the left foot had an increased density (.35000) and that was actually only on tori. I don't disagree with increased densities on the feet, but I'd also want to add them to the hands (what I've previously done with my striking mods), and make sure they're consistent for tori and uke.
The points are a step in the right direction too. However, the way they currently are is pretty messy. For example, you have the abs giving 50 points but the lumbar only gives 15 points (less than the shoulders!) Not only that, but NONE of the blocks on the torso give any points, which can end up in the person being hit getting more points because they were kicked mostly on the stomach block and a little on the lumbar, but they were able to tap their opponent's knee and use their momentum against them. It makes striking useless and even dangerous if you aren't accurate, which seems completely anti-striking to me. I'd recommend rethinking points completely, and just designing them in simple gradients. Going up the limbs, going up the torso. Don't have objects with high damage output next to objects with no damage output, etc.