What the above page sets up is a limited spectrum: +0, +d4, +d6, +d8. The fact that it's limited is good; if it weren't, it would break the whole idea of bounded accuracy. But let me try to suggest something a little bit less limited. This is just exploring what it would look like, more than it is an actual suggestion; I'm not actually sure this is any better than the system already explained above.
The spectrum runs -d8, -d6, -d4, +0, +d4, +d6, +d8 (+d10, +d12). The only way to get above +d8 on a straight roll is with bardic inspiration. The only way to get anything at all on this spectrum is either if the narrator grants it situationally, or if you spend finite resources (including, in the case of Guidance, concentration); nobody should be adding dice as a matter of course.
Guidance and Bless move you 1 step up the spectrum, but only if you end up at +d6 or lower.
Disadvantage and advantage move the endposts. That is, the most you can add with disadvantage is +d6; with advantage, +d10.
If you have both a +1 item and expertise, only the expertise applies (eg, +d4, not +d4+1), but the end-point is +d10. A +2 item with expertise adds one point of expertise and has an endpoint of +d10. A +3 item with expertise adds 2 points of expertise and has an endpoint of +d12.
You never get to reroll or otherwise modify expertise dice. The above is (more than?) complicated enough.
Example: creature A has bless, creature B targets them with a damage spell that has "3 steps of metamagic" to the saving throw. +d4 minus 3 steps means they get a -d6 to their saving throw.
Note that the average value shifts faster in the middle of the spectrum than at the ends. That's good; you want fun bonuses, but you don't want to over-incentivize stacking up many bonuses (ahem, Pathfinder).