JohnSnow
Hero
SWADE absorbs most of them with a single “Repair” skill, which might also be called “mechanics,” because it covers everything except electronics and software. Herbalism could be rolled into either “Science,” “Survival,” or “Occult,” depending on the setting. I’ll have to see what Savage Pathfinder did.Yeah, I know that many (perhaps most) have more than 12. But I still think that 12 "feels" right. One of the goals, IMO, should make each of the skills at least somewhat equally weighted when playing a standard campaign in the system.
What we'd like to avoid, IMO, is things like 5e D&D's "tools" - where it's pretty obvious how useful a "thieves' tools" check might be, but far less obvious as to where in the game you might roll a "tinkerer's tools" check.
Which isn't to say that I'm against a variety of crafting styles! But I think that if you had an overall "craft" skill, for example, and had a simple-yet-robust support system for when/where/why you'd use it, it could easily be up to the specific character if they're a weaver/painter/tailor/carpenter or whatever.
That said, I admit that I haven't ever tried to put together a master list, and perhaps I'd find that I'd want more than 12. I guess it depends on if those 12 include combat skills, or if the skill system is separate (ala D&D).
You could certainly invoke the “skill specialization” rules, but I’d only do that if it were campaign relevant.