I think I'm okay with lock picks being a resource, although I would request that there be some explanation that makes sense in the Underrail world as to why they're used up after a successful pick (Deus Ex lockpicks maybe).
But the main problem is just that it can make things cumbersome based on how the quickbar works currently, because it would take up quite a few slots (6 for all levels of picks and haxxors!) if you want to speed the process, which takes away from the space that could be used for all the other skills you may want on the quickbar. Besides that if you don't have the feat that allows you to pick locks and steal faster it would become very very tedious due to the slowness of it all.
I feel the best solution is when you try to open a container or a door it shows you the level of difficulty (i.e. locked: Level 5 Electronic). That removes the guesswork of figuring out what level of lock you need to buy. While this could also be used to reduce the need of trying three different lock picks, there is also the problem of quickbar clutter. To reduce that, I would suggest that you have two general skills "pick lock" and "hack" that could be used successfully only if you have the required resource, which it would then take automatically from your inventory.
Also I think the inventory is going to get quite large with the amount of items that are being added. It would be nice if we could divide it into different packs; i.e. crafting materials, lock picks and haxxors, weapons and armor, etc.