The weather dice are kind of cool when you need a random number in a game, but don't want the players to see what the number actually is. RPGs with dice tend to make the players jumpy about real high numbers or really low ones. The icons hide that part. I believe in having the players see almost all dice rolls or make the rolls themselves and evaluate it themselves. I have special tables for skill rolls where the players know what the action is and what possible outcomes are, but have the numbers arranged non-linearly (but with the same probability) so they can't gauge the results based on a number. They tend to be actions you can't (or shouldn't) act out but you also shouldn't know how well you are doing. Hide in shadows or move silently vs. intimidate or bluff. The players can act out a bluff but don't really know how well they are hiding.
I can't tell you how many times I've had players act out a bluff and I have simply said, "That was awesome! Don't bother to roll the dice."
One time I had a player act out moving silently and hide in shadows, which was a virtual laugh factory. He totally failed his roll against people who has successfully hidden themselves from the party. From an in-game perspective, it was successful for the wrong reason and incredibly humorous. The hidden enemies stepped out of hiding when he passed them, obviously perplexed as to what was happening but not ramped up enough to attack. They tried to arrest him, but since they exposed themselves to the party, that didn't work. The party captured them and tied them all up.
I have next week off. As a funny trial run I will roll these in the morning and see which is better, the weather man or the dice.