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Because they are mutually exclusive without a mod to change that.
Do you get AP per kill or 2 max AP per round?
I know that I have killed several people in a round and the round ended because I had 0 AP left even though my last attack was a kill.
I'm pretty sure there is a cap on the AP return for Executioner, but I could be wrong about that.
IMO, Pawn is better suited for archers that need to get to the high ground ASAP.
I've got Sebille in one run as a one-shot wonder, I use pawn to get myself close to the highest thing I can climb and then use tactical retreat to get up there, with gives you haste and what not so it works pretty well with pawn because you've got the 1AP you normally would have had spent, alongside the bonuses that haste gives.
I used Executioner on my Pyromancer solo run. Since most of my spells could kill multiple enemies at once, and had massive range/AOE, I'd basically kill 2-3 people with 2 AP to spare to either kill another enemy or to save it for/spend it on something else.
For your particular case, if it were me, well...
If I was having trouble with the AP needed to travel to melee range with the targets, I'd go for Pawn.
If you're not having trouble with that, and are confident in killing stuff with your absurdly high crit damage bonus? Go for executioner.
One nice trick with the pawn and melee oppoents is you can cripple opponents and move out of their striking range for free, effectively giving you a third incapacitate with a low level Warfare build.
I had a strong summoner before that made things boring and wanted to give a new race combo a try.
The only time you want pawn is on non-lone wolf, high initiative characters, they aren't very likely to get an immediate kill, so the free AP for movement is the best they'll get.
2AP per round provided you land a killing blow in that round, you don't get any extra AP for killing more than 1 killing blow per round.
Tactician or Honor = The Pawn.