I like the overview of the mechanics of the system. The combat chart using the difference between essentially some attacker power and defender power reminded me a lot of the early D&D THAC0 ideas.
A lot of these systems, and I guess I'm thinking of those universal resolution mechanics like a 2D6 plus skill roll-over system, are relatable to each other. For example the 2d6+skill >= difficulty level system, used in Hard Wired Island for instance, can give similar chances of success to the dice pool system in say the Alien TTRPG if you require more successes. Obviously they are not exactly the same but one can get similar chances of success when skill levels are moderate by tweaking how many dice are in the dice pool and number of successes required.