One more suggestion (I miss Hit-and-Run dearly):
Instead of halving the MP reset, Hit-and-Run could come with an MP pool equal to, let's say, 4 times the base amount, so that the base of 25 MP comes with the maximum of 100 MP potentially gained per turn, while the fully specced 40 MP would afford a pool of 160.
One significant benefit of having a pool to draw from is that no movement points would end up wasted by each reset. Currently, if my character has 15 MP and I have no choice but to kill a target, my MP is going to be reset to 25, which throws 15 MP I could have possibly gained from the first reset out the window, while simultaneously halving the next reset's max. But with a pool, smaller portions of MP could be siphoned out for the resets, without ruining the potential for full resets later in the same turn.
If the above sounds like too much fun, the number of resets per turn could be limited to a specific value - 4 or 5, for example. The MP pool could additionally be limited - or even determined - by the character's maximum MP, if heavy tanks are to be abhorred and further persecuted.
Fancy Footwork could function the same way as well, with the pool being equal to x10 the base amount (8 MP base > 80 MP pool, 10 MP base > 100 MP pool).