2. The skills and talents are extremely narrow and focused on a specific set of assumptions as to what play will be about. To me, this is as big an issue as the panic, because you have to do a lot of work to ignore these when applying them outside of pretty much combat or exploration of a combat zone. There's almost no support for anything not related directly to survival or combat or combat survival. Those that exist are aimed at getting the GM to tell you stuff about the situation your in to aid with survival or combat.
Given the total of 12 skills, and that the skills are extremely broad in scope...
Pilot isn't just spacecraft. It's also cars, airplanes, bicycles, and boats
Heavy Machinery includes power loaders, engineering, auto mechanics, and more. If you can't carry it, HM either operates it, fixes it, or maintains it.
Ranged combat is darts to dreadnought main cannons.
Close Combat is any using anything you keep ahold of to whack somebody with in your immediate proximity.
ComTech covers almost all man-portable non-weapon operation, repairs to man-portable equipment, repairs to non-man-portable electronics, programming...
All social interactions fall under 3 skills: Manipulation, Command, and Observation.
Command is using authority (real or faked) to get others to conform/obey. Manipulation is used to change their opinions and beliefs within reason, and/or to coerce compliance without authority.. and Observation is to resist and/or to notice a variety of things social.
Note that, in all the Fria Ligan games I've read, no skills are added in expansions, only more talents and/or spells.
The talents are intentionally narrower, and not a wide scope; more in expansions. (Colonial Marines adds 5, for example)