This looks pretty well thought out. Thought I'd help with the numbers a little though.
The first chart looks okay. Because there are modifiers, you can get rolls of 1- and 12+, and it steadily builds from the best outcomes at the bottom, and the worst at the top, which makes sense in the case of having modifiers.
The 2nd chart has a little bit off with it. First thing, there are no modifiers to it, correct? Then you can't roll a 1 on 2d6. 2nd thing, which outcomes do you want to happen most often? The most common number to roll on 2d6 is a 7, followed by 6 and 8, followed by 5 and 9, etc. So the most common outcomes you want should be placed in the middle there. Currently, 6 and 7 for a headwound mean 11/36 times someone takes a headwound when they roll on the chart. Thats almost a third of people going crazy/stupid from drugs. While some in the DARE program would like you to believe this, I don't think the numbers are that high.
I'd say the most common things would be like shell shock (being spaced), arm wound (infected needle marks), old wound (think of it as flashbacks leaving them useless for awhile) and partially deafened (not really deafened, just senses getting thrown off). That's just my take on it though.
Just tweak that chart a bit the way you'd like it, taking into consideration the math. 5-9 are the most common things to roll, so think about what kind of injuries people should most often take from it.