To only complicate things further, should the level of the wound have a a further affect on the effectiveness of the poison?
I agree with the setting determining how realistic you wanted to get with poisons not to mention how cumbersome would you want the rules to get around such a limited topic. However as I found when looking into poisons for a character, the amount of the poison is quite a determining factor.
So if you manage to bruise with some breaking of the skin, then I would at first think there would be little to no affect. The poison does not find itself entering the person with any potency. At best you get a weakened response.
With a actually cut, you perhaps get the poison to enter the tissue of the victim where the poison will be active in a greater, concentrated amount.
So while I am certain you would not wish to become to complicated with a system on poisoning, (though I personally would love to see someone better equipped to making Ars rules figure out poisons, cause I made a shambles of it with house rules I made,
) perhaps you can have a simple two layers of poison possibility.
Every poison has two possibilities, or three if you included ingestion.
A light would give the minute affect of a listed poison
Any wound above a light wound would give a medium affect of the poison
Ingestion would give the full deadly affect of the poison
Examples that I came up with. (I am inclined to say that I am aware that this may be useless for game mechanics, but it is entertaining)
Nightshade: ease factor 9
Minute dose, causes the face to flush and pale in splotched and the eyes to dialate ( light wound, -1 to all actions and -2 to perception)
Medium dose, eyes loose focus, hallucinations, and the body looses muscle control (medium wound -3 to all actions, then heavy wound -5 after a diameter, effectively blind)
Deadly dose, rapid pulse, flushing and burning skin, coma, death (heavy wound -5 first round, heavy wound -5 second round, incapacitated third round, death if not soaked against a ease factor 9. If successful the person will recover in about a day)
Hemlock: ease factor 9
Minute dose, causes a increase in energy and focus, nervousness, euphoria ( a +1 bonus to perceptions and large movements, -1 to fine movements and spell casting)
Medium dose, loss of coordinated movement, numb and cold limbs, vomiting (medium wound -3 to all actions, -6 to actions requiring concentration)
Deadly dose, respiratory failure, violent convulsion, hallucinations, death (immediate incapacitating wound against a ease factor of 12, and a reroll against a ease factor of 9 every hour for a full day, if the person survives then they will recover)
Meadow Saffron (autumn crocus): ease factor 12*
Minute dose**, a few hours after contact, pain and stomach cramps, burst of blood vessels in skin and eyes, paralysis (a incapacitating wound, reroll ease factor of 6 every hour after, causes permanent damage to organs and limbs)
Any dose above the most minute amount is deadly (first round a incapacitating wound, a recovery roll every round after until death)
*with Meadow saffron there is no antidote and the body cannot process it, without immediate magical intervention the person is doomed to die a very painful death.
**even though extremely deadly it has been used for thousands of years to treat gout and rheumatism, would make the Apothecary roll a ease factor of 9 or 12 to successfully use the substance in a beneficial way.
These are only three examples and as you can see I am not great at brevity, simplicity, or even intelligibility at times. I had to create my own guidelines because the character had intended to poison a lot of people and had the Greater Immunity to poison. So while you may not want to get this complex, perhaps there is some small element that might help.
PS. edited to add, Arsenic is particularly interesting and complicated... because it is beneficial in minute doses but harming in the larger, though oddly not commonly deadly. But the most interesting aspect is the long term after effects, hair loss, white lines in nails, and eventually dis-coordination. Perhaps Ars does not deal with the accumulating effects of heavy metals...