I'm not thrilled with skill dice. I'd prefer Mearls's own proposal from back in 2011:
https://www.wizards.com/dnd/Article.aspx?x=dnd/4ll/20110816
I think it's a better system, and fits with basic rules well. "Is it easy? He succeeds. Is it hard? Roll an ability check, DC 15. Is it nearly impossible? Roll DC 20."
Otherwise, though, sure, the basic idea of his article sounds good. I'm of a mind that the game would benefit from even the 'simple' rules including examples of things like tripping, disarming, bull rushing, and the like. Sure, it's easy for the GM to make up a ruling on the fly, but your average GM is mediocre at providing statistically-balanced rulings for complex stuff like this.
Like, if you want to jump off a ledge and tackle a ghoul so your wizard buddy can get away from it safely, one GM might say, "Sounds hard. Dexterity check to aim the jump, then attack roll to hit. You take damage from falling and he gets a Strength save to remain standing." Another might say, "Sounds cool. Okay, he gets a Strength save to remain standing, and you deal unarmed strike damage to him. No attack roll required."
One rewards creativity, the other punishes it. Having a few examples of crazy maneuvers only takes up a single page, it reminds players to do stuff other than just Press the Sword Button, and it helps ensure that people aren't disgruntled when their GM's rulings don't yield fun results.
Again, though, I like in general what they're doing with the simpler rules at low-level. High level and high complexity I'm not as thrilled with, but there's plenty of playtesting time left.