I've had something similar in mind. I may as well add to it that
1) sometimes it feels really lackluster when you catch someone in a lie, for instance. Your dialogue changes slightly but the response and effect is identical.
2) it feels like you should be able to affect most dice rolls (at least positively, but potentially negatively) by investigating a situation before speaking to a key character. It would make sense that you can add something you revealed about a character to get a bonus to your intimidation check, or if you read a persons diary previous to engaging in dialogue you may get some insight or advantage in certain skill checks.
If it's not touched upon in the rule book it could be motivated by playing the GM card; a simulated GM that rewards you for creativity.
Well it IS touched on in the rulebook. The GM can (and should) often and for the sake of fun go "you succeed" when you attempt something. Skill Checks are meant to be challenges to moving the story forward but they are not meant as roadblocks that stop progress if you fail, rather failure should result in some sort of "loss" (gold, HP, resources, whatever) and still let you progress, or provide you with a different, more dangerous avenue of progress.
I actually really like your point 2 and it could easily be extended to also allow being able to auto-succeed on Skill Checks where you have the right information/item/class/race/whatever in some cases.