Pretty cool! reminds me Frieren partial barrier, though I just started watching it.
You humble me, but I'll happy share what I've picked here and there!
As a general rule (at least for manga), the impact of an attack is usually felt as strongly as the after effect it leaves, may it be a punch, slice, pierce or so on. So the illustration for a panel with a strong attack will usually focus on the "charge" and "after" and not so much on the actual impact.
Easy example from one punch man. You can really feel this punch even though you don't actually see the impact.
Another rule for action is that strong foreshortening (with inclined lines) will help the scene feel much more dynamic, makes the viewer feel like it's close to them. Line weight and action lines being key there.
Related to this tip, having a clear line flow for the attack makes a big difference, usually enforced by particles or flowing items on the scene. You have the right idea with the impact lines and line for the flow there.
And of course lines are usually used close to the moving object to "blur" it or indicate it's movement speed as well as it's force of impact.
Keeping in mind all thes tips, and using the attack you designed as an example:
1) After scene
2) Foreshortening
3) Line flow / debree
4) Action lines
There are other small details like making the object impacted "hover" and "bend" following the impact to feel like it's being affected (even if it's solid), using a radial ruler to help create the action lines, and using a bit of line weight on the action lines to enforce the foreshortening effect, and making oultine "sketchy" to simulate impact vibrations (much of what can be seen in your example.)
And then there's the stuff rarely anyone mentions, like how digitally it's usually better to "Add a lot of action lines" and then erase them to give a more natural line feel, or how there's usually a bit of trial and error to get a scene right, for example, you'll sketch the scene, put it the back, then redraw it again over it but more "exagerated" to give it more punch (though that takes a lot of time). Or how lines in shadows are also important to point to the perspective source.
And as always, there are mostly suggestions, and depending on the desired effect the rules can be changed a bit. Sometimes clarity is more important than the "feeling", and sometimes its more about "speed" than "punch" or so on. As with all art stuff context matters a lot and though it helps to practice the tips, in the end you can use them as needed.
Wew, that's all I can think of for now. Hopefully that helps.