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There is a " failure rate " for lock picking. If you fail critical you can't ope it by picking, get out some explosives and crack it open. I do think once you do that you turn what was inside to scrap.
Combat however is fairly challenging, and you better not step on one of those Exploding Pods in AG Center.
2) Nope because as the success chance is dropping, the critical failure chance is rising. So if you get a crit fail on let's say a Safe, then the tumbler breaks and you can only try to open it with TNT or try to repair (which can crit fail also).
Unless you want to play the game with "savescumming", but then this is not the game for you. I personally only use the Quicksave feature and never reload unless there's a bug or someone dies (neither happened so far though).
every lock/trap/hack etc. have a level, and your success rate depends on item level vs your skill level. So if the item is too high and you have only one point in the skill you'll get a 0% and must try another way or come back after you raised the skill.
If your skill is minimal compared to the item the crit failure % is higher than your succes %, meaning that yes, you can reload, but you would have to try a LOT of times. You might be lucky with one lockpick, but managing all the game reloding this way wouldn't beareble to anyone.
Also these aspect of the game is not needed to progress, it's for extra loot/ extra exp, and the loot is not that good, so if a lock or a safe or a computer are too high level you can basically forget it completly, find another way or come back later.
In this aspect i think the game is well made. Loot itself is completly random, but it's not that reloading will eventually grant you a "super rare item", and you can find the same items in shops. So it's basically like: i don't need this, will sell to buy what i need.
I don't think difficulty level changes the success % of opening locks, but only enemy strength.