I, too, am opposed to including more RNG than is necessary. If you have invested the skill points into breaking open locks, you simply shouldn't fail on a typical lock (this is why I actually remove critical fails when I DM in Dungeons and Dragons).

Too much random is just anti-fun. Closing off a route or basically making it fight against you when you had the skill to make it possible is lame (the game essentially punishes you for doing nothing wrong, which is a terrible part about RNG). Now if you wanted to trigger an alarm for having too low skill, then we might have something.

___

When he's talking about screwing up the balance, I believe he's talking about scumming. Being able to kill respawning enemies will allow a player to scum exp until they're overleveled to fight bosses etc instead of becoming better at the game. It also gives the player too much wealth and too many skills on top of these levels from acquired wealth in said scumming.