Yea, that could work but I still prefer an introduction of randomness into the skill checking mechanics, even if toned down. It changes the binary nature of player skill challenges (lockpick, hacking,etc) to one involving random chance. Scenarios in which player skill is challenged will have a probability-weighted gradient between success and failure now, rather than a line. Think of it as flavor, increased replayability, whatever.
That is distinct from my desire to obfuscate the lockpick and hacking skill values, though I think a tiered response, including options to reveal the lock strength, is a good option.