Ok, it is more than run fast. It is think fast, run fast, shoot fast. It takes a lot of work to get good, hell, it takes a lot of work to be me and still be bad. Look at it this way, if a gamer
misses and still beats you he would have only beat you so much worse had he hit. Top shooters want 90-95% of available points to win. I shot a 300 rd match with no misses, 30 some Cs and 1 D. I was trying to be fast, but if Sevigny is at the same match all your haste looks like peeing in the breeze on the scoresheet.
Now I understand you want a game that makes misses hurt more so it is "real life". Well, it's a game. Taking your time and going for accuracy sounds like Bullseye. IDPA could increase their miss penalty but to what effect? Right now the penalty for running by a target without engaging is so severe in IDPA or USPSA that it is almost never an advantage. There may be a few 10 factor USPSA stages out there with one 40yd target thrown in where a "gamer" would hose one shot towards the long target to avoid the FTE and take the miss, but that is a rare situation.
One cute rule of IDPA is that only one hit on a nonthreat is assessed. Now couple that with the shoot through rule whereas in USPSA all targets are deemed impeneterable. I have seen a stage or two where a non-threat flopped up in front of a threat leaving only the head exposed. With a course of fire calling for four shots to the threat at a point where it would be advantageous to be moving to the next firing point the obvious solution would be to dump four rounds quickly through the good guy and move on, taking the penalty. I shot within the spirit of the course design, but just another example of if you make a rule someone will exploit any angle around it until you make another rule against that.
Now back to missing fast enough to win. I don't see too much steel in IDPA. Get out and shoot some action pistol that has 20 pieces of steel in a stage and you will learn all about missing fast enough to not win.