I'll admit right up front that I like this version a lot better than the previous one, simply because it's a lot simpler and easier to grok. However, as Trechriron noted, there are a lot of people who still love tables too, so my opinion is not necessarily representative.
The one thought I had was regarding the use of the extra d20 to provide critical results. I was thinking that rather than have a 1 turn a success into a failure (which is an immensely frustrating result, especially if the 2d10 scored particularly high), or a 20 turn a failure into a success, you could create a middle-of-the-road result called a Complication (on a success) or Fringe Benefit (on a failure). Basically, this means that a success is mitigated by a bad side effect or twist, or a failure is mitigated by at least one partial benefit. Since using a d20 as your critical die means 1 in every 10 rolls, on average, is going to see fluke results, this might bring a slightly stabler feel to the middle of your results curve.
It also occurs to me that player vs. player may be the one place you want to let both sides roll dice, instead of the higher Stat/Talent taking a flat +10. Players always want to feel like they're taking an active part in event resolution (or at least, I do). But more input there is probably a good idea as well.