I've been thinking of ideas for dealing with very high skills. One way skills get used is to maximally crush foes with Feint. One way to deal with this is with fixed feints.
Another way would be to apply the Rule of 16.
Feints would be rolled against your skill, but their effect would be capped based on the Rule of 16.
For example, A feints B. A has Broadsword-24, and B has Broadsword-12. A roll a 10, as does B. A's margin is 16-10 = 6. B's margin is 12-10 = 2. B's defenses suffer a net -4.
A feints C. A has Broadsword-25, and C has Broadsword-17. A rolls a 12, and A's net margin is 17 (16 or the defender's skill, whichever is higher) - 12 = 5. C rolls a 9, and has a margin of 17-9 = 8. C suffers no net penalty to defend.
A feints D. A has Broadsword-24, and B has Broadsword-25. But A roll a 7, and D rolls a terrible 15. A's skill 24 is actually less than D's 25, so A uses full skill and thus A's margin is 24 - 7 = 17. D's marin is 25 - 15 = 10. A wins the contest by 7 and D's defenses are at a net -7.
Pros: Uses an existing rule.
Cons: Adds another step to calculation.
Pro and Con: Reduces high-skill contests to a 50/50 shot. This reduces the push for high skill to win Feints. That's only a part of the arms race of high skill - defenses and "to hit" also matter - but this can either be a net plus or a net minus depending on your goals.
For a different but related approach, take a look at the Rule of -10.