I voted strongly agree; it's not a perfect skill system (and less so for D&D than for Star Wars), but on the whole it's a lot better, I'd say. The main advantages to me are that it's about the same level of granuality as the rest of d20 (unlike skills -- and magic items, if you buy Monte Cook's definition* -- which are a lot more fine-grained), and that it's retroactive (increasing your int modifier gives you another trained skill, so you don't need to track exactly when any int increases happened for a high-level character).
I'm not sure if the 'general competence' effect (where you get a 1/2 level bonus to all skills, untrained or trained) is a good fit for D&D (or d20 Modern) and highly specialized heroes. And I'm not sure if three selectable levels for skills (untrained, trained, skill focus) is sufficient if you want to model dabblers without having a 'general competence' effect.
But I am sure that skills for a high-level/high-int character are too much work in 'standard' d20.
* D&D magic items are a point-buy ability system tacked onto a class and level game
I'm not sure if the 'general competence' effect (where you get a 1/2 level bonus to all skills, untrained or trained) is a good fit for D&D (or d20 Modern) and highly specialized heroes. And I'm not sure if three selectable levels for skills (untrained, trained, skill focus) is sufficient if you want to model dabblers without having a 'general competence' effect.
But I am sure that skills for a high-level/high-int character are too much work in 'standard' d20.
* D&D magic items are a point-buy ability system tacked onto a class and level game