I like each skill to have a distinct use (which can be a broad use, but should be distinct from other skills). As an example, the social skills, in my campaign each have distinct requirements and trade offs.
- Persuasion needs something they want. Persuaded creatures act freely and usually in good faith (they may have their own agenda). They seldom feel umbrage if the attempt fails.
- Intimidation needs something they fear. Intimidated creatures do exactly as you demand, while seeking opportunities to escape or undermine you.
- Deception needs false promises or threats. Tricked creatures behave according to your approach (i.e., persuaded, or intimidated). They are frequently hostile if they discover the truth.
- Performance needs props or devices, and is used to attract, distract, or imitate. If seen through, common reactions are repulsion or expulsion.
So the advantage with deception is you don't need anything (real) to offer or threaten with seeing as you will lie about that part, but a tricked creature will realise your offer or threat was empty and might become hostile. In my campaign, deception isn't used to act like someone you are not - performance covers that.
I find this kind of ruling produces a more varied emergent narrative, because it means players can't just cover every situation with one approach.