Thanks for the input!
Glad to see someone else had the same idea I did.
Rolling stats together makes sense. the way you did it. And I may decide to drop the stats down into 4 myself. For the moment I am going to test the 6 though. 6 works in other systems pretty well and while less can be more I am not sure how comfortable I am with 4 stats covering everything. It seems like a lot would get dumped on your mental stat (spells, searching, many "profession" skills, etc etc...).
My plan for difficulty was going to be 3 part.
1) If the task itself was hard because of the position the player was in then he would get penalties to his rolls. Never anything more then a -3 or 4. (Each die would be whatever you rolled -1,2,3,4 depending on how hard it was).
If the task itself was hard because the the TASK was difficult it would require more successes. But success would be cumulative and they would just have to spend another action each round working on it until it was completed. Picking locks could be this way. So could breaking down a door. A crappy hollow wood door could be kicked down with a might test with 1 success. Knocking down a steel door would require more success and the player might be hitting it over and over again trying to break it down.
Finally, I thought some situations might have dice penalties based on circumstances. Like the steel door. Maybe it's not so much that you need more successes but that because it is steel your might matters a little less and the dice pool is reduced.
I think those are bad examples... but I am tired at the moment. But those are my 3 options for making a roll more difficult and I was intending on clearly defining why each type of penalty would be used. Which also means when those things are in your favor you might gain bonuses.
My experience with command point style systems has been that they speed up combat. Allowing players to make heroic strikes and such just adds a level of cinema to the fights which I think the feel of the setting benefits from.