The lockpicking example is just an example of how the roguelike element of the game would be utilized. In the game proper there would be some combat, but I wanted to make it extremely difficult to just mass murder everyone. I secretly want to demonstrate how the roguelike playing style can be used for things other than mass murder.
I was thinking that magic would be in the world, but it would be super powerful/rare so not available to the player except in very limited circumstances.
About Thuggery - it is supposed to be overt stealing. What I mean by that is something like purse snatching. I don't want every skill to be about destruction and killing, so hurting (which is destruction and killing) is a separate thing altogether. For example, a mugger is someone who would use Thuggery to steal a purse but doesn't really intend to hurt anyone. There's intentionally a little overlap between some of the talents for synergy sake. So for purse stealing (all values relative):
Someone with moderate Threatening can intimidate the wearer into giving over the purse
Someone with (very) high Stealing can steal the purse without being detected
Someone with low Thuggery and moderate fleeing can just snatch the purse and run
Someone with high Hurting can just kill the wearer and take the purse
Someone with high Inciting and moderate Stealing can accuse the wearer of theft, and in the commotion steal the purse