The one thing I don't see people doing on here, but that we do in our games, is apply penalties/bonuses based on the situation. Sure, you may be rolling your super-skilled up Vigilance, but you were surprised (you failed the perception check, 1 black on init), it was dark (1 black), they set up a professional ambush (turn a black to Red). If you don't get at least one net success, you don't act this turn at ALL. You are glad you improved your Vigilance skill because it gives you a reasonable chance of acting effectively, but there is never a time where you WANT to be surprised at the start of combat.
Which is essentially the inverse of the method I suggested, which given that it's a simple opposed check, is essentially identical. (bonuses from ambushing/situations, rather than penalties from being ambushed/situations). There's also nothing which states failing initiative results in no action, otherwise all those 1 & 2 willpower characters with no vigilance are going to be missing a lot of first turns, even without a setback or upgrade. (also upgrading difficulty doesn't change blacks to red, it would add a purple)
Absolutely. Different methods of getting to the same place, in the end. The no actions thing is something we do just because it makes an actual ambush more like an ambush and less like two groups coming upon one another unexpectedly. It also makes Vigilance (and Willpower) a more important stat for people who expect to be in combat situations, rather than just maxing out Agility at the expense of everything else.