I prefer more detail in a combat system. I also sometimes might even prefer the 'slowness' that some of you object to in running a combat scene / sequence. Now as to why...
Firstly I think that a more detailed rules system as far as equipment, options, actions etc... these things add flavor to combat. Some people are more in favor of this flavor being 'fluff' and and that rules lite combat versions encourage said fluff to be more dominant. I get that, and perhaps they are right in some circumstances. I however prefer, and often actually enjoy, having a certain ammount of that clearly laid out as to how it functions mechanically, and how to resolve it etc. It gives you a baseline to go from in your house ruling should you find a need for it, a place to depart from with a great deal of context in which to try and achieve consistency.
I also think the statement about rules being description and what they are trying to evoke, as far as the feel of a combat scene, is dead on. I feel exactly the same way. That also makes the favor, or not, of a set of combat rules largely a matter of preference both as to the feel a given group wants in a combat scene and how they think it is best achieved.
Personally I think the combat rules for Ars are already a bit light for my taste. I'd like some rules for ambush/surprise and 'backstab' attacks for example. ( If they exist, please slap me with them. ) More detail as to various types of mundane items and equipment ( Art & Acadame was very interesting for this. ) would be nice. ( Where are those crossbow rules anyway? I can't find them. )
Now I think for a lot of people in this particular game 'physical' combat doesn't tend to be very important or really even described that often as they tend to be engaged in more of a purely magical variety. I do however think that the rules for physical combat shouldn't thereby be skimped on because the 'option' should still be there for that very decisive / lethal physical engagement. Heck. Some magi specialize in being very good at this. It is much more entertaining to me if my area of specialty in a given game has more description and development rather than less.
As to the feel I think Ars combat should shoot for, I think it generally should be rather lethal, though favoring the armored over the unarmored, the trained over the untrained, and the disciplined formation over the rough rabble. Those factors I think help reinforce the setting. 'Rangers' should be annoying, and potentially lethal to a small group... but the charge of heavy cavalry in full armor and with tipped lances should be a moment of terror. I see Ars as having a wonderful blend of both the mystical and fantastical and a very good grasp on the gritty feeling of the medieval era, along with darker aspects of the time and myths being developed. Combat should be bloody and feared and to me, usually, rules lite doesn't achieve that.
( I draw the line at figurines. Some people like them, that is fine. I however shouldn't -need- them by a predisition of the combat rules of my -rpg- to keep everything clear. A map, sure... I'll use a map all day. Figurines just annoy me. )