I think after skimming this thread I have legitimately gained a fear of numbers.
Anyway, I came up with a random idea about fleeting that is likely to be unpopular because of its weirdness, but what if we used a "card" system?
Basically, in my system, you have to assume that what your opponent lays down for presented damage, is the damage that's going to happen. HOWEVER, you use a card that decreases the damage you take, but there is a limited number of uses for each type of card. Hypothetically, let's say we have Attacker A, and Defender B.
Attacker A has one Star Destroyer, Defender B has another. They both have only three types of cards, each with their own limited number of uses. Let's say that the cards are named 1-3, and card one reduces damage taken by a relative 75%, so it gives the writer the freedom to creatively come up with a solution to reduce the enemies damage by what they perceive as that amount. However, it only has two uses, so Defender B has to use it strategically. Card 2 reduces damage taken by a relative 50%, that gives the writer the freedom to creatively come up with a solution to reduce the enemies damage by what they perceive as half. It has only four uses, so it has a little more freedom than Card 1, but is still valuable. Card 3 only reduces damage taken by a relative 25%, but it does have eight uses.
Likewise, there could be cards for attackers as well, but this is the basic idea of what I have envisioned of how to get people to take reasonable hits, and when to do it strategically without using huge numbers.