The goal of these changes it to simplify stealth for the end user while creating mechanical depth for the developers.
Each stealth item will now provide you with a stealth pool. ( Like a HP pool )
Actions which are considered un-stealthy will take stealth points from the pool.
How effective your stealth currently is directly related to your current stealth points.
This boils down all the calculations to one or two number that the user has to concern himself with while sneaking.
It is easy to see how sneaky you are by seeing a UI element telling you are 140 / 200.
What things we can do to make depth is for example:
Modify capacity to the sneak pool.
Modify regeneration rate of the sneak pool.
Modify the cost of action taken from sneak pool.
ect.
This makes sneak less of a binary skill of 0 or MAX%. We can make the sneak skill modify pretty much everything else and have it reflect very intuitively to the end user.
For Example :
Sneak Skill% can determine how fast they can begin regenerating sneak points after being in combat.
Inventory weight thresholds to determine the capacity.