Interesting. I can't award XP to you right now.
So if I am reading this correctly in relation to your whole post, a "master" will only be able to get the necessary +20 mod (or part of it not covered by "special") via that specific experience, most of the time, because the other stuff won't be that high, and won't stack. A godlike character might have the correct attribute. A real master of a wide-spread area, like athletics, might achieve it that way. And I guess a legendary artifact could do this in the equipment category. Most characters won't be any of these things, and thus mastery will only come with specific skills. Is that right?
Just to expand further to frame my concepts.
I would break skills into two levels, the general and the specific. At this point, I would have the general skills as follows:
Base Source Orientated Skills
- Martial [Melee]
- Martial [Ranged]
- Divinity
- Casting
- Spirituality
Base Personal Skills
- Agility
- Adventuring
- Athletics
- Communication
- Deftness
- General Knowledge
- Lore
- Perception
The chance of accruing mastery in any of these 13 categories is highly unlikely. To achieve a +20 modifier in any of these without including the benefit of the "specific" bonus mentioned upthread would seem beyond the realm of mortals and into that of Legends. It is only in a specific pursuit of one of these general skills that
would include the specific bonus such as for example the previous "swimming" in athletics as against the other specific skills in athletics: climbing, jumping, running etc. The character might still have a +14 Athletics (which flows through to each of these specific climbing, jumping and running skills), but the +6 specific bonus on swimming takes the total to +20 and the mastery level previously mentioned.
An interesting further application is in a highly populated and diverse general skill such as Martial [Melee]. Garnering a high level of proficiency/mastery in using axes might get you a +4 Specific Axe Bonus as well as a +6 Specific Greataxe bonus. If the character's Melee [Martial] modifier is +14, they have a +14 bonus when using a mace, +20 when using a Greataxe [Mastery] but a +18 when using different sorts of axes.
A further application is for skills highly reliant on ability such as jumping, agility based specific skills and so on. These skills can (by acquiring a certain feat or ability) replace their usual specific bonus with a further ability modifier (usually through spending some sort of additional resource such as action points or a more generic version of "surges"). This modifier might be a repeating of the base ability (str for jumping) or if suitably flavoured, it might involve a different ability (dex for jumping). In this way, you can have adrenalized "moments" of mastery for skills heavily ability modifier reliant.
As such, there are a few options for characters but typically, it comes down to the slow accrual of different and sometimes synergistic skills.
BTW, I'm not looking for a particular way to apply this to my own system. I'm more interested in everyones' general view on what works here and what doesn't, so as to delve into the ideas behind those views. Your post was still very helpful, though.
Cool.

I still like to think that the statement "A master can automatically do what the novice finds impossible" and ones like it the best guides as to what numbers make sense and what numbers do not. For example, you could then define Godhood as automatically doing what the master finds unachievable. In this case, this "epic" sphere of DCs between 41 and 60 might have some level of meaning. Achieving what the gods find impossible? Well who knows what type of entity we are talking about then and what relation they have to a game is beyond my faculties.
I suppose the scale in terms of each of these spheres or "tiers" is hard-coded by the use of a d20.
Best Regards
Herremann the Wise