Hi!
I'm not totally convinced with the whole opposed roll combat rule change.. I guess the point is to make fighting quicker but when so often higher roll decides the winner, it won't help much to have a high skill. Which means it's a game of having the biggest weapon and strongest armour.
Between low skilled fighters this sounds okay, whoever gets a good swing first is likely to deal damage, but I imagine that a match between skilled fighters would take a bit more cunning and several exchanges of swings and parries. The skill of surviving in combat is really in avoiding being hit rather than dealing them. Anyone can swing an axe but it's a lot harder to dodge one.
Pete's special effects are definitely a great invention though.
I'm working on my own variation inspired by Pete's rules which still try to respect the original combat resolution where only a successful attack triggers a Reaction.
in short: in case of successful attack, parry/dodge is rolled. If it succeeds too, it's compared to the original attack roll as opposed rolls. In case of Parry, this would mean that both the strike and the parry have succeeded... the opp roll tiebreaker would only affect the grade of the parry. If defender wins the tiebraker, it would mean a good parry with plenty AP, and slightly diverting attacking weapon (attacker suffers penalty enc*-5% to parry with the particular weapon against defenders next attack).
If he loses, it would still mean a reasonable but a perhaps a little sloppy parry, with the normal amount of AP. In sword and shield combat this is still enough but weapon parries against bigger opponents this would let some damage through.
As for the dodge, successful roll will always dodge a successful swing but
losing the tiebreaker would mean some penalty, let's say a penalty to the next dodge or losing the next Combat Action.
Defender can opt use a Reaction against a failed attack and roll to gain some advantage (diverting parry, etc.).
The problem with the old RQ3 rules was that high defence skills made it very hard to get any hits through. This could be tackled with adding flavour to combat with the special effects (critical successes) and rule for Fainting and Diverting parries to open opponents defence so that one could affect opponents defence roll and translate high skill to more formidable blows and parries.
I personally wouldn't go narrowing down the skills. Shield should give a clear defence advantage in combat over someone waving a two-handed axe and as such it should also require some skill point investment. Dodge should be a separate skill so that there's a difference between nimble, less armoured fighters and fully-plated knights. Parrying should suffer less from encumbrance than dodge to reflect this. At the same time dodge is the best defence because it avoids the attack completely.
Different limitations and penalties to defence rolls could encourage players into using different defences.