Don't change the task system, they designed it that way for a reason.
One of the symmetries I found was that there are a lot of types of tasks that get twice as hard, frex if you double the range to a target, it's twice as hard to hit it. If the target is twice the size, it's half as hard to hit it. Doubling your rate of fire doubles your chances to hit. Etc. There are lots of other tasks where a simple doubling/halving of the odds occurs, and the task system is designed to follow along with that naturally. This is done by simply changing the task difficulty by one notch. This is something you can't easily do with DMs or a 2D6-based task difficulty system, but it's trivially simple to accomplish with the TNE task system (aka the GDW House System). And, like in D&D-type games, DMs change your odds of accomplishing something by a flat 5% each, which is also handy when you want to make something more or less likely by a given percentage.
Sadly, it's been decades since I gave it a hard look, and I never got to play it, but I did do a lot of work on a spreadsheet for building stuff, and that was one of the interesting things I found out about. Detection and fire tasks become a lot easier to understand using the system. So give it a try before you tinker.