Any thoughts: Probably needs some 'cleaning up'
Tobias:
Critical/Fumble option:
I'm ok with this option, although it doesn't have to go that extreme. I feel that for the heroes, I think that a cinematic fumble should be less than 1 in 20 rolls on average, so I think there should be a confirmation of some kind. (As you suggested, a confirm of 1-2/20 or a reflex check, or a another attempt to hit, where if you miss again you fumble) I think I'll discuss this a bit more below.
As far as Criticals go, I'm fine with them requiring a confirmation, even for us. I'm also ok, with a natural 20 being an automatic critical, if people like it that way. If you only want to apply it to us and significant opponents that is fine. If you want to make a minor NPC's nat 20's simply override (or not require a damage roll) and make their damage be max their normal damage, no confirmation roll required, nor additional damage rolled.
That actually brings up one suggestion. It can be really frustrating, especially when you go through the trouble of making a confirmation roll for a critical, and find yourself rolling minimum, or close to minimum damage for what is supposed to be a critical.
Perhaps, for PCs and significant NPCs we might have a rule that a Confirmed Critical will never be less than Max normal damage. Perhaps, you could rule Nat 20's give everyone the effect of turning their first die roll into Max. Anyone (if they choose to bother) can roll a confirmation to add their originally rolled damage, plus (if the multiplier is greater than 2) any additional die rolls to make their final roll amount if they make the confirmation. If the narrator chooses to roll for any monster/npc for confirmation, that is his option, but he can choose to skip it if he likes (just like the players can if they want). If a critical threat of 19 is made, they don't get to treat the first damage roll as max and have to roll a confirmation roll and potential extra damage roll, but if the attack ends up being a critical, if the total damage rolled is less than a normal hit's max, they can choose to use a normal hit's max instead of their roll.
Another option i though to mention, if you like the more frequent fumbles, would be to have a table that includes a range of very mundane fumbles that could occur, rather than always being, you lodge your weapon in a tree, or you hit your companion, type results. Potential examples being: you take a -1 to AC until your next round; take a -2 to your next attack against the same creature this or next round, or -1 to your attack against any one other opponent (if you forgo the option to attack the same creature); lose the ability to make a swift action unless spending a move equivalent; lose the ability to make a 5' step; take a -1 against any saving throws until end of next round; etc. But more extreme could range to falling prone; losing your weapon; and having to make a roll to strike a nearby ally.
Some of the following might be some ideas that might be able to be available. You might allow the fumbler to pick the outcome, as long as it is applicable. (you can't choose to give someone an AoO if none threaten you, nor can you choose to swing at an ally, if none are in reach.
Swing at Ally: (Melee) Until your next turn you are considered threatening your ally, for flanking, etc.)
Left an Opening: (Melee) You grant your target an immediate AoO against you.
Nearly hit Ally: (Melee, Ranged) Shock grants a single opponent of one of your allies an AoO against them.
Misjudged Parry: (Melee) Lose shield or Defensive Two Weapon Defense bonus (maybe dodge a potential bonus that could be lost) vs. single opponent.
Armor Malfunction: (Melee,Ranged) Lose 1(light) 2(medium) 3(heavy) AC bonus until using a move action to fix.
Stumble: (Melee, Ranged) Forced to take a 5' step in direction desired by an opponent, or must fall prone (can be decided after finding out the direction desired).
Thrown Off: (Melee, Ranged) On your next attack with same weapon (or another thrown weapon if used a thrown weapon) if occurs by the end of your next turn, take a -1 on to hit roll, or -2 if against the same target.