Hmm, this seems to tread very close to a lot of complaints I've heard about D&D 4e: martial characters actions being magic. I'm not really familiar wit PF, so maybe that is not an issue with the PF fan base, or maybe it is 'OK' at level 20.
I played 4E for a while before switching over to Pathfinder, and I wouldn't say that was the problem. At least, not for me and my group. Honestly, choice felt super limited in 4E, and all techniques, magic, melee, etc, all felt too samey.
It is most likely intentional as there are legendary skill uses that are quasi-magical in beta. Which is very much fine by me as magic shouldn't be the gatekeeper to being supernaturally awesome. And PF is all about going from zero to WTFBBQ.
Yeah, I'm super fine with martial characters going full Greek God by the time they hit level 20. Let your Cleric become an Avatar of his god with a tenth level spell, I want to drop kick a Dragon from the top of a mountain, and cool down by following it up with a nonstop swim across an entire Ocean like I was Beowulf.
Closest I ever got to that was when I later did some retraining to make my Unchained Monk into a Serpent Fire Adept. Getting up to the Seventh Chakra (thanks to the party Sorcerer for the buff to hit that DC38 Will Save in the earlier levels), where I was rocking advantage on all d20 roles with my 8-10 attacks a turn, high skills and saves, and could heal with a touch, breath quasi-fire, have a third eye of true seeing on my forehead, etc. Crazy end game, I tell you.
But yeah, I like that skills can help close the Martial-Caster gap a little in some regards, especially with the right skill feats.
Let the caster play Elminster so long as the Barbarian can go full He-Man and destroy some fools.