Generic - Action Economies
In a way, that it a 'little' reminiscent of 5th edition, with their actions, bonus actions, and limited movement being free. You have the free or 'given' movement within a scope, the normal action that can be any number of things, including attacks, changing zones, casting, or using some other ability. The Swift actions are somewhat like the Bonus actions based on a persons' class/race/specialties.
As far as the discussion went with people being able to have more than one action based on an attribute, Alternity had that. You attribute limited your max number of actions you would have in a round, but how many you had depended on an action check, which was kind of like an initiative check each round. You only got extra actions if you rolled well. Actually, I think it may have been common for someone to have a chance two actions, (kind of the standard) if they rolled well. But particularly quick people could get as many as 4, although that person, with a poor roll, could still end up with only one action if they rolled poorly on their action check that turn. As I recall the first cycle, everyone acts, the second cycle, everyone with 2 actions that turn got to act, and then everyone with three, and then last everyone with four. It has been a while since I played however, so I'm a bit rusty.
Another aspect of determining actions, is the order in which they occur. I'm not certain if you consider this part of the action economy 'area' you are looking at, but early AD&D had speed factors, which impacted people's initiative, making it a lot easier for someone with a dagger able to slip the blade in and attack first, compared to the guy swinging a giant battle axe. It added to the strategy of weapon choice, but definitely made the process more complex, and I think most people ended up forgetting and ignoring it most of the time. (I'm guessing that is part of why it disappeared)