So, I've been thinking about Combat Trickery, and the fact that the special combat moves are, generally speaking, a low-percentage play. Most of the time, reliably knocking off hit points is going to be better strategy than taking a reasonably hefty penalty for a possible special move that the target gets to save against anyway.
I don't have an issue with that, but it does make the Combat Trickery proficiency a bit of a poor performer. A slightly better chance to pull of a low-percentage play that might be worth attempting once or twice in a capaign due to some bizarre convergence of unusual factors. Seems likely to be an utter waste of a proficiency slot.
However, it dawned on me the other day that the mechanics for RQ6/Mythras special effects offer a way of making those proficiencies more versatile, without turning then into no-brainers that get used constantly because they're now better than normal attacks.
Basically, I would keep the proficiences exactly as they are, but add in that, any time a character beats the required attack throw result by 4+, they can elect to use the relevant special move, even if they hadn't declared they were going to. So, for example, a fighter with Combat Trickery (Disarm) that really wants to disarm an opponent can take the -2 and go for a disarm as normal. Or, they can fight normally and then, if they beat the required target by 4+ on a given attack, can immediately elect to forgo normal damage, and turn the attack into a disarm attack, moving to the target save.