I also think that a more robust skill system helps. If you get a wider selection of skills at the start, having most characters with a given skill is less of an issue.
Yeah my game has 3 sets of 12 skills, each with 3 specialties. You get them at chargen in chunks, like your ancestry gives a few ranks, your archetype does too, and upbringing. Then you pick a few freely, and go.
But because you get you’ll want to have 2 ranks in at least a few skills, so you end up trained in about 12-15 of the skills, only having to individually choose maybe 8. You could theoretically have only 9 with all of them at 2 ranks, or have none doubled up and have 18 1-rank skills, but I haven’t seen it happen yet. I’m reworking how much of your archetypes stuff involves choices made inside the archetype, though, so this might get tighter.
Anyway, point is, you can look at your sheet and see at a glance what you’re good at, and it should be around 1/3 of what characters can be good at, but only
very good at a few things. It helps players both know who thier character is, and cover a lot of ground without needing to care if everyone has perception (which includes insight).