So this is INTERESTING and I like the advice given for using the cards to influence the story as well as simply being a numerical resolution.
I did also have some feedback about Major Arcana values vs Minor Arcana values, because while I do understand that the Major Arcana have an implied value (0 Fool - 21 The World) many Tarot card decks don't actually have the number (even in roman numerals) on those cards. Because this game is meant to introduce people to tarot it might be improved if there was the tiniest little table giving those values for people who might not know that.
Other than that one tiny detail, I love how light and flexible this game is, and I can definitely see myself running games like this.
This is good insight. I've thought about adding such a table but truthfully I might change the resolution mechanic so it's a bit more streamlined and less dependent on determining numerical value of the card.
Simply put it would look more like trying to draw the correct suit that matches your chosen action suit. (i.e. - I want to jump across this gap so I'm wanting to DO something. I want to draw WANDS. If I do it's a success, if it's a major arcana it's a failure. If I draw a minor arcana that's off suit (cups, coins, or swords) then it's a partial success.) This could sort of speed resolution up a bit and simplify things to simple recognition of suits and major vs. minor arcana.
I would leave the stat point system in though for a bit of added versatility. For example: when a partial success comes up (i.e. - I draw COINS instead of WANDS. I can check my COINS stat (MAKE). If that stat number is at or above the draw card value then the partial success is converted into a complete success. That way stats are still an important part of gameplay but they're not the end all be all of determining success.