It's a bit... involved, yes.
The stance itself has a few components to it so I'll them break down down individually:
Thrill of Battle itself is just the stance. It offers no stats, bonuses, or negatives. Mechanically it's there to prevent the stacking of other stances and to act as a trigger in combat. Ferocity will not work outside of combat.
Ferocity is set up in stages and is only active during combat. It falls off immediately after combat ends.
As it is currently set up now, these buffs only change stages at the start of your turn.
"Low" triggers any time you're above 70% health and will stay this way until you drop to 69% health while "Moderate" triggers any time you are below 70% health but above 40% health which is when "Maximum" will trigger.
And yes, if you hit 39% health, score a hit and Inner Beast heals you past 40% when the next turn comes around you will be moved back into the "Moderate" stage. You'd still retain the "Maximum" bonuses for the duration of this turn though. It was more a matter of being able to sustain yourself just a bit longer considering that -30% resistances also includes incoming damage from crushing, piercing, and slashing as well.
Even a mage with a pigsticker is going to hurt if they don't die.
As far as the bonuses, it was more of a proof of concept idea that stuck. The original idea didn't involve them at all until that issue I had with CharacterGetStat() was tracked down so there is a whole lot of room for improvement/expansion there into other skills.
As far as dual-wielding goes, Burning Tempest and Inner Beast are both set up to proc any time damage that isn't 0 occurs if you have the Thrill of Battle buff. So yes, potentially, you could heal for really silly amounts with it dual wielding but at the same time I'm not sure you'd be able to fully utilize the stance since staying in Ferocity III would be pretty difficult. Two-handed weapons on the other hand would really shine with it since you'd be able to stay in that sweet spot of not dead and just under or over 40% hp.
Aaaand... Yeah, I totally forgot about ranged weapons, hahah. It doesn't currently have a check on whether or not it's usable only with melee.
Definitely okay with it if you wanted to integrate it and others into Scales. Sort of part of why I posted this now was to provide a proof of concept framework for this sort of thing.
Edit:
Also don't see a way to acquire this skill besides your cloth + leather scraps.
Ah, yeah, there isn't aside from that. I hadn't looked into how to add it to vendors or anything just yet since I was more focused on the actual coding and testing of it.