Yes, I "borrowed" this idea from Deadlands.
One of the problems with Feng Shui's initiative system is that the narrative tends to be dominated by the characters with the highest speeds. Not only do they get more actions, but they also get to act first, which means they get first choice on props/scenery, and sometimes that can influence the actions for the rest of the sequence.
So I was thinking... can you add a deck of cards to "randomize" a bit who goes first? Divide your Initiative result by 3, deal out that many cards to that player. Thus, a Killer that dumps everything into Fastdraw may get 5 cards, but a Medic with a Speed of 4 can still hope he gets an Ace and still maybe get the drop on the Killer.
I haven't had a chance to playtest this yet... I thought about trying it with the BoF playtest, but I hadn't quite worked out how to handle cards on Roll20.net, and I thought it was outside the scope of what was asked for in the playtest.
I haven't quite worked out what to do with active dodges, however. Similar to Deadlands, you can discard an action card to make an active dodge, but a 3-shot action card actually represents three potential active dodges. My initial idea is you turn this card face-down or rotate it in a particular way to show that you still have 2 shots left that you can use for active dodges, and then maybe rotate it again to show one active dodge left, and then discard the card entirely when you finally use this last dodge. But I'm not entirely sure I want to use a tapping/cranking mechanic for that... maybe I need to try it out, but it just didn't seem quite as elegant as I wanted it to be.
My other idea is to pass out two white chips (again, borrowing from Deadlands) to represent the remaining active dodges. This at least allows those PCs that didn't roll exactly in a multiple of 3 to get something to represent "going over": Initiative roll of 11 = 3 cards, 2 chips (active dodges). Once all the cards have been played, you turn in your remaining chips/dodges for a single 3-shot action. (How to determine who goes first for that, though? Hmm.)
I also hadn't quite worked out what to do with the Jokers. Obviously, Black = Bad, discard the joker plus your highest action card is the typical Deadlands result, or you could just say "no actions this round". Black Joker would probably still be the "reshuffle" method. Red Joker = Go first, before aces, or interrupt any other action. I'm also thinking about tinkering with the fortune points... maybe Red Joker = gain 1 fortune point until the end of the encounter.
Deadlands also has a "hole card" that can be set aside and used later, similar to a Red Joker, to interrupt someone else. Again, this provides a way for low-Speed characters to get "the drop" on someone else. However, I'm not sure allowing every PC to save up an action card that can automatically interrupt anything else would necessarily be a good thing in practice... particularly during BBEG monologues, although there may be another way to address that.
Maybe I need to expand the "chip" idea. For each Fortune point a PC has, give them one red chip at the beginning of a session. Fortune points still work normally (+1d6 positive die on a roll, or +1d6 active dodge). And maybe one blue chip at the beginning of the session: blue chip = ignore the result of an open roll and roll the entire thing again. Not quite sure what would award the players with drawing from the pot... maybe rolling boxcars, or tie it in with the PC's Hook somehow. It's also tempting to kitbash something around playing "sets" of cards for additional benefts: two jacks = +2 AV, full house = three positive dice with two negative dice, and so forth, although again that rewards high-speed chars, and I'm not sure it would balance out (probably badly).
Hmm. Maybe my next Feng Shui scenario should be a Deadlands crossover in 1850. Shake out the system, and see how she rolls.