That's what I like about Spycraft's critical success/failure system. If you're good at stuff, your Threat range where you may critically succeed can widen and your Error range for critical failures can disappear entirely. If you're bad with something the reverse can happen. But then either way you have to spend action dice to confirm your criticals or your enemies critical failures. On the GM side of the house, not all NPCs are capable of critting, it's a trait they must possess that while most henchmen and masterminds have it, it's rare for minions. It's all in all a way better system than normal d20, or imo, most any other game I've seen.
Fighter: "I can kill a guy in one turn."
Cleric: "I can kill a guy in half a turn."
Wizard: "I can kill a guy before my turn."
Bard: "I can get three idiots to kill guys for me."