damnedfrog I will try to structure your suggestions and respond to them:
1. Vigor and Agility checks are just designed for action situations. Yes, there were very few of them before the last update, but that's the story structure. Action from the first moments of the game doesn't really suit it. And by the way, there are two adventures planned for Chapter 2. The first one has already begun. The second one hasn't yet, but the preparations and hooks for it are already in play.
2. The idea with the combination of checks (where checking one ability makes it easier to check another) is not a bad one. I like it. The only potential problem I see is that some players won't figure it out and will complain about the checks being
too hard.
You don't even have to look far for an example. See the latest negative review here. There another critic complains that the game is
"all about checks". On the whole, this is bullshit. In particular, it's an RPG, for god's sake. How much of a master mind does one have to be to criticize an RPG for being... an RPG? There, all criticism boils down to excuses for one's own inability to deal with the only (so far) dynamically changing ability check. I.e. - yes, the maximum possible Willpower check in the Cadonis situation = 5, which is pretty high. To overcome it from 0, you need at least 6 Insight points in reserve. But the minimum Willpower check there = 1. Oh nooo, it's so complicated!
Thus, I still get complaints for a situation where the mechanics of how an ability check works are slightly more complicated than the basic direct check. On the other hand... I'm not sure it's really my problem. So maybe I'll use your suggestion with the check combo.
3. Battles. In battles, people get killed and injured. No problem with the first, death = game over (though I don't want to overuse it). With wounds, it's more complicated. The game is in a realistic setting. No HP bars of any kind. Wounds are something serious that won't go away instantly. There are no healing potions, nor is there the option to just sit down to rest so that some stab wound can heal the next day. How serious even a scratch can be, though, you'll see in the next update.
Summarizing. I'm sure there will be situations where the protagonist will be able to kick someone's ass through checks. But in general, those situations are unlikely to be like
"and then our actress grabbed a sword and rushed out to fight a crowd of enemies". Or rather, if there will be such situations and you decide to do exactly that, then most likely everything will end the way it would have ended in the real world. Death. Yours. No high level of ability will save Selene from the consequences of really stupid decisions. I mean, like when (if) she doesn't have the strength to drag someone, but she's stubbornly unwilling to save her own life. Well, unwilling is unwilling. I, as the author, will not save the players from the consequences. Otherwise, those consequences would be meaningless.