The Shaman said:
The three heroes stare at each other blankly. "Uh, I've got ranks in Craft (mechanical) and Repair," says the Smart hero, "but I don't have a clue on how to make something WORK." "Me, neither," says the Fast Hero. "I've got Disable Device."
All those skills will work, with common sense applied.
Craft (mechanical) (Int) Trained Only
This skill allows a character to build mechanical devices from scratch, including engines and engine parts, weapons, armor, and other gadgets. When building a mechanical device from scratch, the character describes the kind of device he or she wants to construct; then the Gamemaster decides if the device is simple, moderate, complex, or advanced compared to current technology.
If you can build it from scratch, then I would rule the DC to operate would be slightly less than to build the object anew. I mean, the character can build an automobile engine from spare parts but can't turn it on? Makes no sense.
Time: Disabling a simple mechanical device is a full-round action. Intricate or complex devices require 2d4 rounds.
Probably would have taken too long to Disable Device. IMO, the poisoned water would
need to be pumped, i.e. the pumps would have to turn ON to deliver the poisoned water. The PCs should have been able to Disable the pumps and stop the poison, given enough time. But you're the GM, and maybe I don't know the whole story.
Repair (Int) Trained Only
Check: Most Repair checks are made to fix complex electronic or mechanical devices. The DC is set by the GM. In general, simple repairs have a DC of 10 to 15 and require no more than a few minutes to accomplish. More complex repair work has a DC of 20 or higher and can require an hour or more to complete.
Again, time is probably a constraint with this skill. But if you can Repair something, most likely you can operate it.
The ideas about Computer Use and straight skill checks sound good to me, too.
But I don't see any need for new Skills added to the list. They don't include a comprehensive "Operate [X]" skill list for the same reason you don't need a separate Feat to fire each type of firearm/longarm.
The key is to read the Skill descriptions, rather than assuming that the name of the skill tells you everything it does.
