CapnZapp
Legend
Well, I'm gamist enough to recognize the value of retaining a risk of failure.It's a general problem with skills in 5e.
Fundamentally everyone is crap at their best skills and only a bit more crap at their worst.
This means that a character who is good at what they do, and trained to do it will end up with roughly a 25% chance to fail against someone who has no training and no aptitude, and is unprepared for the action.
I think the answer is probably to be simply assume that defensive skills are at disadvantage unless specific measures are currently being taken, giving the edge to the initiator of the opposed skill contest.
In other words, if there is no chance of failure, why even roll? (What I mean here is mostly narrativist: if you can't see any storytelling value with a failure, you should not make it a check, you should simply narrate success)
Giving the defender disadvantage by default is a great solution, both because it means the active party is much more likely to succeed, and because there remains a small risk of failure (the "otherwise why bother rolling" bit). I might actually adopt that one.
I mean, without having to change all the values. Ideally, the values were different so no disadvantage was needed, but (dis)advantage does carry its built-in "dampener": its bonuses shrink as success becomes more (or less) likely, so as to always retain a small chance of failure (or success).