I'm so happy that this changed - weighted dice + abilities to increase the dice roll value gave us the agency we desired.
I am still not sure how I feel about the dices, as at this point it is pretty much impossible to loose a dice roll - in unlikely case you won't boost through the required AC with the use of modifiers, there are plenty of rerolls available. As such skill check system is meaningless and could as well not exist, unless some players intentionally fail checks to see what happens. Also work put into "failstates" might as well be wasted if it is so difficult to fail (and most of us won't want to fail intentionally - because it never feels as good as winning).
I assume skill check values shall be raised up, as to avoid having 100% passability. And if that happens, and while it is far better to be able to apply boosts in visible and impactful way, will it feel much different?
As it is I still think flat skill checks (like in New Vegas) make most sense in cRPGs as:
1) they get rid of RNG bullcrap
2) enforce different path availability during different playthroughs.