One thing I ruled when GMing RMSS was giving a free TP to every first level character on top of adolescence and normal development. It was made to boost 1st level players as well as helping in defining them. Thus, a first level fighter with a City Guard TP was very different from one with a Knight TP. Back then, I used Rasyr's "irregular realms" as a guideline and the Free TP was also used to help define the professional bonuses and everyman skills.
Then everyone choose the more expensive one, I think it is a good idea but changing it. So I think is better allow to all lvl 1 character choose any TP at half cost (DPs and time), not free.
It depends. If your character wants to disarm a trap or pick a lock, then a partial success indeed gives you little value. A near success at least lets you try again with a bonus, but still I agree that for these maneuvers only a success will help you.
I think you have a % of success (20%, 80%, see table), and then allow player to desist maneuver or try it, with a risk (if fail, you activate the trap!).
For pick lock, you could use the same, but if you fail you have the opposite % chance to BLOCK the lock, and then make it harder to open (increase dificulty).
For example, you roll 'partial success' in a medium lock, you have 20% to open, you fail, now you have 80% to block the lock, you lock it, now the dificulty is hard or very hard. As you not FAILURE, you can try again, roll again and obtain 'almost success' (91-110) (I don't know the 'english name' exactly), you have 80% to open, you fail again (with 80%, bad luck), you have 20% to block the lock, you lock it again
, now the lock dificulty is ext. hard or sheer folly.
See that for any 'lock block' you broke your tool or is stuck (if it doesn't break, breaking roll), so you need another one or another 'pick lock' maneuver to recover the tool with no breaking it.
So, with imagination, game mechanics and versatility you can play with no problem low level characters. The diference with high skilled characters is that these can try more dificult maneuvers, low skilled characters (bonus about 20-40) can try maneuvers like easy or light, and maybe medium, with a regular chance of success. I think is not bad. Low level characters should not try many difficult maneuvers IMO, and game mechanics show this correctly.
If you use the HARP modifiers (that are the same in SOHK with some combination) this is more clear, this modifiers are in 20 increments: +60 +40 +20 +0 -20 -40 -60 -80 and -100.