I agree that hit-and-run is a bit cheezy. However, I like movement in combat, I mean, I kinda attribute it as (I don't wanna get hit, let me move and try to dodge the blow) Well, IRL at least. I know some games emply the concept of using certain "styles" not just varying degrees of offensive/defensive attacking, and some of those styles were positional, i.e. had to be facing the side or back of a player to execute the attack. I liked how this kept you thinking on your feet so to speak. However I know PS isn't like other games. There should be some way to keep people moving, but keep them from making hit and runs.
Idea:
Although this pretty much only works for melee, as a ranged attacker, or magic user would try to be farther away, and get out of the path of the melee attacks.
In melee, or duels maybe have them only able to move a certain radius or distance away from an active target, else the combat is terminated? So, say you move more than a meter from the person(or creature) you're fighting, the attack stops altogether, and is counted as either forfeit, or fleeing or something? (although I guess a creature would have the option of hunting you down) However, I don't know if this should be used for group combat, since a larger group would need a larger radius to be effective, especially considering ranged attackers. However, I think that strafing to try and get behind a person is a viable style to attack. Especially later -if- things like paralysis or poisons or crippling start coming into play.
Just a rough idea to bounce around.