See, that's why when I'm running, I write down the relative stats on index cards, and put the IP big and clear on the card. That isn't a problem with the system, inca, but with your organization and prepping.
As far as 'front loading', that is a possible gripe. Personally, I don't see it as an issue, but if you wanted to deal with it, I would change things up to be more like Champions. This is NOT a simple solution, however, and would result in more bookkeeping, but you could have five passes in a combat turn. Basically, it would work out like this:
Pass: IPs that go
1: 3,4,5
2: 2,4,5
3: 1,3,5
4: 2,4,5
5: 3,4,5
Not simple, but it works. Personally, I like how it is already set up, to be honest. But you're forgetting something, inca. Yes, it sucks to be a 1IP character under the system as it stands. That isn't a side effect, but a design feature. It is supposed to suck. That is why you shell out the resources to get more IP, and why the hacker stays in the van and the combat mage tries to keep Increase Reflexes sustained on himself at all times.