Initiative Rating is as much a mental trait associated with aggression and mental quickness as a physical one associated with reflexes.
Example of a way to calculate Initiative for integration
into the HERO games system.
In Hero this replaces the normal
timing system based around phases and SPD attribute.
Initiative: 3 + (INT + DEX)/5 (cost 3 pts per additional initiative pt)
An actions "time cost" is in terms of initiative and varies considerably from action to action. Ranging atleast from 1 to 6 pts.
[ Most actions also have costs in terms of fatigue (and some few in terms of actual damage.) ]
Passing the initiative: a theoretical action whereby one reduces ones initiative less than the next highest initiative. There is no intrinsic advantage to this... and it usually represents a character performing a passive/inobvious action such as resting, scanning for openings to attack/escape or similar actions.
The standard combat attack as handled in HERO includes scanning for an opening to attack and is a 2 initiative cost action.
Attacking without looking for an opening is done at a penalty but targets any location not necessarily the one left open it is generally at about a - 4 but costs only 1 initiative. (If you like heros optional hit location system use the appropriate penalty based on hit location)
Actions which presently take a full turn are about 6 initiative pts
1/2 phase actions are 1 defenses or 2 pt attacks [ occasionally either may be a point lower or higher] for instance desperate defenses are 0 initiative actions(but at a definite penalty).
A 3 initiative cost action is approximately = a full phase action.