giant.robot
Adventurer
I'm with Imaro on this one. It's one thing to have your own preferred playstyle, but it's quite another to not realize or recognize that other people have other playstyles that they prefer, and that this is not the result of them not understanding something, or not 'getting it' like you do, or whatever.
You don't have to like playing that way yourself, but to be puzzled that other people do like to play that way...well, I don't know what to say. There's a sniff of BadWrongFun there.
I'm fully cognizant that people exist who play the game differently than I do. The reason I'm confused about the particular idea of lots of non-combat skills is that area has been provided for in the 4E rules. Skills in 4E are not doled out like they used to be in 3E. There's a relatively steep cost to get additional skills in 4E. If it's not on your class skill list you don't get it "for free" at first level and have to use a feat for Skill Training.
It's not so much about styles of play but adding overly complicated rules. Say you add a Profession skill. If it become a class skill or provided by a Background players will be tempted to go ahead and take it. Now they've got Profession: Blacksmith to carry around with them. If they took that instead or Survival they're royally screwed crawling around a dungeon. They'll also want to use Profession: Blacksmith a lot because they wasted a skill slot on it. In D&D are characters more likely to be crawling around dungeons or sitting around a forge making horseshoes?
If Profession: Blacksmith isn't a class skill or provided by a background players need to waste a feat to get it. Even with such a skill they're only getting a +5 bonus to a check. That's a small bonus for such a rarely useful skill that's eating up a skill slot.
A D&D game doesn't need to be and really shouldn't be combat oriented. In all types of games I want players to get into their characters and think of interesting things for them to do. They're not constrained by the engine of a video game or the strict play of a traditional board game. At the same time I don't see adding tons of non-combat rules and prescriptions adding a lot of fun to the game. Some stuff should just be left to the players and DM to improvise and the "rule" should be "improvise and have fun".