Anyway, in my long hours at work between inane phone calls, I've been working on my own dice mechanic. And low and behold, when I come to the forum, so are you.
So, first thing first. Here's my basic dice mechanic.
There are no stats. There are only "Talents." They seem to mimic your "Qualities" rather closely. Each character has a Physical, Mental, and Social Talent Pool. At character creation, they recieve 3, 2, and 1 point to spend in each of these pools. A Talent is generally very specific, and does not stack with other Talents. A Talent ranges from +1 to +3. A player may take a negative Talent at his/her discretion (-1 to -3) to provide more points to spend. Negative Talents are broader in scope than positive talents.
Examples: Physical(Knife +1, Stealthy +2, Lockpicking +1, Blind in one eye -1), Mental(Chess +2), Social(Composed +1)
Now, anytime an action needs to be rolled for 2D6 is rolled. TN is base 7 + highest applicable modifier from character taking action +/- equipment - highest applicable modifier from target. This is a roll-under mechanic, so you're looking for the lowest possible roll. Degree of success matters.
Example: Lockpicking( TN = 7 + 1(characters lockpicking skill) +1(good lockpicks) - 2(very good lock) = 6.
Example: Combat( TN = 7 + 1(characters knife skill) +2(masterwork knife) - 2(target wears medium armor) = 8
*I have some other ideas for combat, which I will address in another post.
This is the basic mechanic, I haven't fleshed it out past here.
Now, after reading the Templar mechanic, some things I very much like are (and therefore ones I would like to steal):
1. reserve points: this is an excellent idea, though I don't really understand the negative reserve point concept.
2. variable TN chosen by player: just plain awesome
Anyway, I am looking forward to seeing more from the Templar mechanic. If you guys keep at it this way, I might be forced to scrap my attempt altogether

[Edited for correctness]