The real limitation is the number of meaningful opportunities to use spells/skills. Saying a thief can pick a lock an unlimited number of time per day is meaningless unless the party encounters an unlimited number of doors during the adventure.
Hyperbole.
He doesn't have to encounter an unlimited number of locks. Just more than the wizard is willing to prepare knock spells. In a standard dungeon: not outlandish at all.
My experience is the exact opposite: it was far more common to see spells used in creative/non-standard ways.
Well, I think its safe to say our experience differs, but I think it's safe to say your experience is at odds with the fundamental philosophy of the game. Sure, there is the possibility of creative spell use, but rules-wise, spells are limited. Skills were constantly being subjected to batches of "new uses". But like you needed new uses. It was clear to me from the beginning that skills could be applies anywhere where it would logically apply.
Trying to the keep all of that in balance is frankly, a pain in the ass. The Magical Arms Race of measures and countermeasures (even reading about play like that in SepulchraveII's terrific Wyre Story Hours was too much for me).
Whereas I found Sep's story hour a wonderful example of the way a game should be run (with one exception...)
I prefer a system that makes my job as DM easier, not harder.
If you find it difficult and find 4e suits you better, then by all means, play 4e.
I find it natural, and better, a very compelling way to run a game.
Recognizing that there are a core set of heavily used skills isn't faulty thinking.
I'm talking about adventure design, not "recognizing" anything, so I'm not sure what you are on about here.
Agreed, but that isn't what we're talking about. We discussing whether the magic system should render the skill system obsolete, and if it does.
No, actually, at this point, we are not. I addressed the issue of magic vs. skills following my last quoted point. In the point you are replying to now, I was responding to the issue of why I think that 4e narrowed the scope of skills and made them less significant. If you don't wish to address my point, then by all means don't. Don't tell me what I can talk about.
I'm sure this comes up a lot in Jesus Christ Superstar d20 (and I would so play a campaign of that). And again, we're not debating whether carpentry has a place in the game, we're debating if it's made useless by the existence of the Fabricate spell.
If that's what you are debating about, you are out in left field. In 3e, fabricate gives you speed, not crafting skill:
3.5 SRD said:
You must make an appropriate Craft check to fabricate articles requiring a high degree of craftsmanship.