I've played my fare share of PnP too - but that's not really all that relevant here since the gameplay we're talking about doesn't work that way (it should, as it used to -- but it doesn't). It depends on what the hands on effects are designed to be. If there are accuracy penalties/boosts, how much and does the player feel that in the gameplay? If there are minigame distortions to lockpicking/hacking, how much? If there are movement penalties/boosts from agility, how much? Previously most of the effects were highly negligable, a problem independent of the used scale since almost everything was just gates and not probabilities.
I don't really understand how the smaller scale translates to "more freedom". If you have a 1-100 system that deals with probablities (as opposed to having gates at certain intervals and a lot of dead air like with how Beth didi it), you have a much larger amount of possible results. It's just as free, if not more, only it's more finegrained.