Hey MM, Loving the addition of lockpicks, been hoping for this for longer than I'd care to count. I have found them to be a little too easy though, especially from a fresh new unskilled player perspective.
As someone who is able to pick a lock, I wince each time my day 1 unskilled player picks a gunsafe lock only consuming a few lockpicks. These are endgame lockers, and should be treated as such in ALL respects especially from an accessibility perspective.
I feel that lockpicks play a great part in many stages of gameplay, but being able to bust a pick inside a lock and just keep tapping your stack until you eventually get in is a bit cheesy. We need critical fails.
A more realistic option would be rather than having stacks of lockpicks that are consumed, make a lockpick an item that has degradation and quality similar to any tool we currently get (eg: brown>purple)
The lower the quality (and condition of the pick) the less chance you have to pick the lock. A skill fail could mean another attempt is needed, and a critical fail will render the lock completely unpickable (due to somehow binding up a tumbler or breaking the pick etc) forcing a player to resort to brute force (which should be relatively impossible on anything short of a wooden crate). Each time an attempt is made with a lockpick, condition should be removed from the lockpick, and also perhaps increase the chance of a critical fail upon a repeated attempt.
A set of nice lockpicks is both a personal and treasured item, and could carry across in-game really well if implemented properly.
It'd also open up possibilities for a snap gun item (for a quick and dirty method of relatively unskilled lockpicking).