I'm so blown away to hear you've been having such a good time with it, I'd love to hear more about your experience!
And yeah, the full success paradox is something I've been conscious of for a while. I worked a lot of the full success mechanics out of the status effects when i did the 0.33 update, but there's still some in there that I'm gonna have to iron out. One of the things I was considering was doing what it sounds like you've already implemented, which would be setting a DC where there's a minimum number of successes required (like you might in dnd) based on the difficulty of the thing being attempted. I'll work on codifying that in the new update as well!
I also absolutely LOVE the idea of putting the break and momentum mechanics to work for non-combat situations, I believe I had some reference to applying the system to non-combat but I think it was just a quick aside, I might work on a full section to give other players some guidance on how and when to use it outside of combat.
But I'm so glad to hear the system is treating you well! It can be hard to tell if anyone is actually playing the games I throw out into the internet, so hearing genuine feedback is super fortifying! If anything else comes to mind, don't hesitate to let me know!