So "threaten" is a chance thing, its affected by a impresively high amount of things, but its still chance, what if instead, NPCs had a "unthreatenable" threshold that needed to be passed for threats to work, and they gain this based on their class, stats, security, whatever, while its hidden if its going to work or not its now a consistent thing,
New traits and tools could also apply to other chance based things, for example
Hacking
trapped doors having security tiers that dictate how much they take, the option to fail a disarm on purpose, and maybe base it on a small hacking minigame where you have to complete a extremely small "dont touch the dots" puzzle while the "doing something" bar is active, and traits like "nimble fingers" would trigger after you completed it rather than just reducing your time, this would make it a far more interactive system rather than a coin toss.
more traits could have effects on chance (now not chance) actions