In my DF Felltower game, I tried to cut down on the options available to cut down decision analysis-paralysis.
In other words, although GURPS Martial Arts is full of techniques, in order to keep rules lookups down and keep play moving, I basically cut all techniques down to a minimum:
Punch - per Basic Set
Kick - per Basic Set
Headbutt, Elbow, Forearm smash, etc. - as a Punch, but -1 to hit, uses a different striking surface. Surface determines penalties and damage bonuses (grappled and both hands locked up? Head butt works. Plate on your arms and do a forearm smash? +1 damage, etc. Elbow strikes can hit behind while you are grappled, etc.) Generally I'll find a way to allow almost any kind of strike for a -1 and a slight change.
Knees - per Basic Set
Everything else fits in there somewhere.
Grapple - per Technical Grappling, inflicts CP.
Break Free - per Technical Grappling, inflicts CP against CP.
Locks & Wrenches
Arm Lock - per Basic Set
Neck Snap - per Basic Set
Wrench (anything) - per Martial Arts
Chokes, Constriction Attack, etc. - per Basic Set
Judo Throw - per Basic Set's attack variation, never uses a contest.
Not a lot of changes, so much as a simplification. So if you see someone toss a headbutt in my games, or a knee, or smash down an elbow, or whatever, it's just a single change. We don't have to look up a lot to get people striking in all sorts of interesting ways.
And it should go without saying, but if I ran a Martial Arts centered game, I'd turn on the options and use all the detail in the book.