4e as written is very gamist, where you as the GM know what a balanced AC or DC is, and you are supposed to layer an appropriate description on top to match the scene. You're 30th level, so an 'average' wall to climb is made of shards of glass full of demons, but your odds of climbing it are just about the same as climbing an average wall at 1st level (which was a rough rock wall with vines growing out of it).
You seem to be keeping the same mentality but flattening the numbers. So when you're 1st level, a DC 10 wall has vines. When you're 30th level, a DC 10 wall has glass demons.
I guess that works. I think it's better than the core 4e system (because this version requires less math) if your goal is balance and ease of play, but something about it makes me feel unsettled. I fully appreciate the value of game design, but sometimes I just want harder things to be harder to accomplish.