I got it !
Opposed rolls:
Compare the sum of CHAR + SKILL + SPEC of the parties involved.
The base difficulty for the roll si based on the active players' sum. Divide the sum by two. Whole numbers are Purple dice and any .5 is a Black die.
Remove or add a Purple die for every "increment" away from equal that you are.
EX. A Thief with Ag 4 and Stealth trained once (SUM=5) tries to sneak by a guard with Int 3 and no skill.
Base difficulty is 2.5 ( 2 Purple and one Black ) and you remove one purple because his SUM of 5 is higher that the guard's SUM of 3.
Result is 1 Purple 1 Black, which means 82 % chance of a success if 2 Green dice are used.
Being weaker and unskilled is bad for you.
Now let's try again with the same Thief but the Guard Int 3 is skilled and specialised in keeping watch (SUM 5).
BAse diff 2.5, unmodified because the SUMS are now equal, add a Black for skill and a Black for spec. So the final pool is 2 Blue + 2 Green + 1 Yellow + 2 Purple and one Black (base diff) + 1 Black for skill and 1 Black for spec = 50% chance of success !
Being weaker but very skilled makes you dangerous !
This rule seems to work... It gives more importance to skill and spec and also scales for very skilled characters.
Example very skilled characters.
Thief 6 Ag, 2 skilled, 1 spec against Guard 6 Int 2 skilled 1 spec.
Base diff 4 Purple + 1 Black (9/2= 4.5)
No Purple removed since SUMS are equal.
+ 2 Black for the guards' skill
+1 Black for the guards' spec
= 56% of one success !
Equal talent, equal chances. More or less. It still works !