I like where you’re going, it sounds promising. I’ve played games where dice and tokens are used together, but usually in a Fate Point/Hero Point economy, where tokens are used to improve the results of the dice roll; not the other way around, like in your project.
The game I’m writing is certainly going to look freeform-ish to many players, but I consider it to have a clear and unambiguous conflict resolution scheme. This what happens whenever a character faces a Challenge:
The character has been in a quest in which he accumulated experience to solve this challenge? The character succeeds. Otherwise: the character fails.
Of course, this rule, alone, is very harsh. That’s why the detailing/stretching rule exists: players can invent moments in their character’s quests to explain how one apparently unrelated quest can actually help in the Challenge they’re facing. All they have to do is tell the story, plausibly and entertainingly.