Star Trek and Star Wars (parts make the latter obvious).
And the space weaponry is all that, but there was actually a wide variety of personal scale weaponry.
Not unlike Traveller again!
In all seriousness, it's Phil & Ed's "advanced Traveller" - the star wars effect was minimal in core, but yes, once you get to the ship books, becomes VERY obvious. But the ship mechanics remain, throughout, purely CT plus TOS, TAS, & SFTM Star Trek.
Maybe so. All I know is it managed to defeat me during a period when I was having no trouble engaging with the Hero System and Aftermath!
Once you get the disconnects, it actually runs really well. Generate atts and background, do careers, then buy all the eligible skills (by class and career) desired
I never was a fan of that approach in general, and adding in the level of crunch to it that SO had (and to make it clear, I'm fine with crunch but if I'm going to have it I want a system with a common approach) was, well, a thing.
In 1981, the separate rules by skill was pretty much the norm.
Rolemaster was moving towards a unified mechanic, but had a bunch of exceptions in skill handling (Adrenal Moves, Body Dev, SP Dev. Spell Aquisition).
Palladium had only a couple special case non-combat skills, but every combat skill was a special table of modifiers... and early palladium wasn't even X+(Y per level), so the skills were 1-3 skills per progression
RuneQuest was still possessed of multiple skill approaches (as it was 2E) with a few boolean, most percentile.
Star Frontiers iwas a mostly unified skill system, but still had rules blocks per skill with different odds per subskill, and each non-weapon skill being a chunk of rulebook space.