Hey Florik,
Glad to see someone else grappling with the rules to the same extent that I do!
Your mace example is right on. The tiles are now smashed, and it's up to you to discover opportunities to exploit (of which your two examples are great, and you'd get that +1 for either when exploited).
The second example is not a great example on my part, the more I look at it. I think in that specific play session I was trying to get the bandit to let go of something that was in his left hand, like a weapon or a key (this was many years ago, so my memory is hazy). In our early play sessions, we mostly dealt damaging hard details like "Battered" or "Deep Incision" because they were pretty broad, and therefore, were ripe for exploitation (I had some fairly cheesy players at that time). Nowadays, I would encourage the sort of play you're describing "Okay, I hit the bandit with a hard detail? I put down "Slashed left arm" on him as a detail." It's not a tactical thing, as such, it's just a certain type of hit.
(As an aside: This is the sort of area where I hope I'm offering up a fruitful void in the game's design. Some play groups will say you have to spend a turn 'earning your aim' at a specific part of the body, because that's hard to do and you give up opportunities in combat to do it, whereas others will apply more specific details because that's more flavourful and interesting to them, even if it might be harder to justify exploiting them later on.)
Anyhow, sorry for the headache!
Best,
Slade