-words-
The problem is that it shouldn't be possible to get skill levels and equipment that render the situation and target moot. That's how you turn the whole thing into so much wank. And rolls shouldn't do the exact same thing in all situations - context-dependence is one of the things I like best about the current rolling system. Putting in +2s, +3s and +4s is how you rob a roll of its context-dependence, in fact, since with a +4 you're just going to get the result you want every time (the skill level's description, not mine). That's wildly uninteresting.
The looseness and wide range of possibility within a single result is also a virtue of the RTD system. The whole point is that each result doesn't mean the same thing in each circumstance. It's just shorthand that you can use to gauge the unfolding of a situation, easily understandable and adaptable for whatever you need.
As for why do I care even in the hypothetical minimalist RTD where all things have equal rates and natures of success - quality storytelling. Hitting a monstrosity in the eye with a pebble while fleeing nakedly, causing it to reel back and buy the ill-advised nudist valuable time that they use to get up a nearby rope out of its reach - that's something that interests me just as much, if not more than some guy with a 20-token suit listlessly sweeping corridors of monstrosities with his alien death penis, wondering how much he is getting paid for this as his instinctual reaction to marauding seafood has dwindled into so much idle curiosity. And why I
don't care for the current state of ER is an overall decrease in quality storytelling as people go through the motions as if this was their day job or something. Storytelling is really all there is, whether it's as simple as the logic-free hilarity of random mayhem, as strange as the escalating madness of a fresh-faced team of killers being put in front of a crowd of innocent bystanders or as heartbreaking as the cosmic tragedy of a man, his dick and an eldritch abomination.
I think the easiest way to solve it would be to just reduce the number of extremely powerful items. No battlesuits. No piezoelectric shard launchers. No amps. No robotic bodies. If even the most skilled guy is still vulnerable to the same stuff the newbies are vulnerable to, they'll still have to be careful. Less careful, sure, but they will be able to die. Yes, this would kill Tinker (;-;) but it would be worth it.
We should really all take a page out of Milno's playbook. Man knows how to keep a level playing field. You want to make him into a transhuman, you damn well are going to need to irreparably infect him with it.
Although really, battlesuits aren't that much of a problem in and of themselves - they're an example of specialization. It really is as simple as "okay, you can tank gauss rifle shots, but say goodbye to fitting your ass through any given door in that case". And when you get loose with that restriction and don't make environments that battlesuits would have tangible disadvantages in, you lose all the downsides and retain all the upsides, and that crucial bit of interesting differentiation just becomes "that guy has better stuff than you do". As long as that disadvantage remains palpable, though, the battlesuit remains as not particularly unpleasant, and an application of Green Storm that noticeably rots your brain when you use it is similarly that much more difficult to object to than the one we observed. A question of quality storytelling and world-building, once again.