So let me ask you: Do you actually enjoy savescumming?
Or would you prefer if chests do not have a locks at all?
How would an ideal system look like for you?
To me it's either a fixed skill requirement as they have, or even better would be the system of avernum, where you can use multiple lockpicks if you want to pick hard locks early on. But I personally also don't have a problem with backtracking.
I just think that the %-based value is the worst way to go.
Now whether the lockpick requirements are ok how they are or if they need to be adjusted is a different story.
I would much rather save scum than back track for most chests. The ideal system would be a competent level up system with level skill caps, so that I can keep my lockpicking skill maxed for the level I'm at while not gimping myself too much in combat. I have always disliked the trainer systems (like in the Avernums), unless they tie into the gameplay with caps such as in MMX. In this game a skill level cap by level would compliment the training system. And it helps the developer by knowing what the appropriate skill level should be for opening chests by the expected level of the area.
You need some surprise backtrack chests, events, etx, but they should be rare. Right now, the system is just borked. I can skip all the chests in the area at my level range, which my OCD dislikes a lot, and backtrack for every single one of them when I can afford to pay to upgrade my lockpicking skill.
But, I'd really rather not make a choice between combat viability and barter/lockpicking/pickpocketing. I'd rather the choice be between maxing lockpicking and having to ignore pickpocketing, or maxing lore and ignoring foraging, or maxing barter and ignoring persuasion, etc. But the stat system really doesn't support a system of character specialization, I have an orc two-handed melee character as my barter/persuader. Its just not a good system. Twiddling with it isn't going to fix it, it just screws the people playing the game.
The game is very basic and has extremely basic systems for everything. But its a party based open world rpg and it is greater than the sum of its parts. Don't twiddle with the parts, unless it is a complete overhaul to make a basic system an actual good system. Go D20 OGL, this game would have fit, and could have been the Knights of the Chalice type game everyone wants.
D20 isn't even a good system really, compared to the meaty systems that are out there (like The Riddle of Steel, for example), its just 100X better than what 99.9% of video game developers can come up with on their own.