Time in combat should be treated a little looser than on the table-top version, I think. For the purposes of combat, each combat post should last about six seconds, and end with an opposed roll. If you're attacking or defending, whether it's physical or with a boon, I'd say that takes your entire turn, while non-combat actions in the combat round could be done twice in a turn, all this assuming a turn would be your post.
As for baddies, I'll most likely post their DV's and initiative, and everyone can take their respective turn down the initiative track with their roll. If a target is selected multiple times, it's DV will go down once after each attack it suffers, whether hit or not. For example, if the Ogre has been target three times, and you're the fourth attacker, it suffers a -3 DV penalty. If you're the third attacker, it would have suffered a -2 penalty.
Initiative should be kept relatively simple, and probably included in your post or at the beginning of combat. As I said before, the formula will most likely be (Wits+Awareness-Weapon Speed)
We're also considering making auto successes a lot more loose, maybe you start receiving auto successes if your pool is higher than 5, instead of 7. The exact number is still up in the air at the moment, however.
I would also like to compile accuracy and damage into one roll, which will be difficult to do with threshold successes. Any ideas on this front would be greatly appreciated.
As for powers and mortals. Extras are people, I've always believed that, but for the sake of pace I will say that using powers on a mortal extra that's not directly under a Storyteller's control is an automatic success. Feel free to invent NPC's for the sake of your personal plot or showcasing your abilities, or whatever you need them for.
How does all this sound so far?