Achievements – Upgrade and Courses – Replacements

So, my RPG will not use levels or classes to determine its progress. I try to keep it as open as possible, and I also realize that if a character goes to the next level and then fights a bit harder monsters, the level of difficulty is the same and they could just as easily do not go to the next level.
Instead, I try an exploit / skill type system (as in Savage Worlds) in which characters gain skills by spending skill points (what they get by doing important things – I'm also trying to eliminate the grinding). These skills will not increase their main stats, but will give them tasks in the tactics department and complete the character's wallet. There are some areas of specialization, but it does not hold many characters.
Due to the anti-leveling, most characters will have about 10 life points. I've therefore reduced the damage done from j1 (just a 1) to d6, instead of d4-d12 as in most systems. Characters will not have a life barrel so monsters can punch holes.
Thoughts? Ideas? Problems?