re: Combat vs Non-Combat
I often see the argument, "We don't require players to know how to swing swords, so why should we ask them to know how to pick locks?"
Note: this is an artifact of playing a
tabletop RPG. As soon as you move to live-action, bets may be off.
This holds especially for combat. There's a popular class of live-action games in which combat is simulated by players hitting or shooting each other (lightly) with what amounts to nerf weapons. And doing that well is definitely a physical skill that some are better at than others.
And, there are games that use physical representations for various skills - where lockpicking is actually represented by picking simple locks, where engineering skills were represented by, say, assembling a model without the assembly instructions, and so on.
And, in the live-action space, because there's a more full range of possibilities for how we can make the player simulate game-world activity, how much you make the simulation strictly player skill, and how much you mitigate it with game statistics, is
A STYLE CHOICE. GMs choose whether they want to use live combat, and players choose whether they want to join those games, or stick to games that strictly use abstract mechanics for fights.
Entire conventions of Live Action RPGs exist with mixtures of games that make different choices, and they're all okay with recognizing that there's no objectively better approach. There's merely personal preferences.