I apologize for the pedantry, but it is germane to the point. You never played a Basic D&D game with skills. There never was one. The RC is not Basic D&D. It is an entirely complete and complex game. The RC is Classic D&D, but during its publication life there was actually a separate product called Basic D&D, that served as an introduction to the complete game in the RC, and which did not have skills.
Their whole point in this Basic/Standard/Advanced breakdown is if you want the Basic game and skills, you use the Standard game and pare away the rules you don't want to use. (I suspect how it'll actually go is if you buy the Basic product and a DDI account, you can access the Skills Module off of a 5e Rules Compendium.) The Basic game is targeted at people who don't need or want skill mechanics.
none taken, that is orthogonal to the point anyway. My point is, the Basic game cannot allow itself to be extremely rigid, it has to be simple to learn and start, no doubt, and devoid of additional complexity, but it has to be a complete game, that allows to play complete campaigns, be self-contained and result extremely flexible, without having to relly on extra products, in other words the basic game has to be THE D&D, a sefl contained box like that should be capable of being sold along other boardgames like Risk and Monopoly, finding its way back into the mainstream. but if it keeps being a hampered game, a pay-to-preview, it will face the issues the current red box has.
Of course there's still be a place for the standard and the advanced game, but those supplements are more targeted to existing players and those who eventually grow bored of the basic game, but if the basic game si solid, the rest of the stuff built arond it will have the chance to grow on it's own and eventually be revised and reedited for itself, just never in a way that invalidates the basic game.
I'm not askign for much, such a small change would mean zero extra complexity, but would add a lot of flexibility to the basic game, namely let each player to pick the favored ability for their characters regardless of class, they still can say the archetypal Fighters is good in STR stuff, the archetypal rogue with DEX stuff, the archetypal Wizard with INT and the Cleric with WIS, but your character can be different if you wish. Such a small concession could greatly expand the scope of the basic game, which in utrn would allow it to become a shared frame or refference for what D&D means.
Yes, the basic game means none extra stuff bolt on, but having zero choice risks turning it into a boardgame. Just allow players to choose their area of expertise, don't hard code it, it is a single extra line on the booklet, and a very minor compared witht the cleics and wizards that will still have to pick which spells to preppare each day.