Absolutely fewer skills. I despise systems with large amount of close-to-each-other skills. When To be an action hero I need to pick separate skills for swimming, jumping, climbing, and then realizing when it comes up in an adventure I can't throw well because that yet another skill it just breaks immersion and makes me unhappy to be playing that system. Example from Call of Cthulhu 7th edition, a modern RPG.
If too realize trope A takes becoming good in four different skills, and trope B takes six different skills not because the trope in harder but because one way the skills are divided up more - that's a failure.
If the skills are so specific that I can invest in a skill that comes up regularly in play, and a skill that comes up once every three months of play, I will consider the second one a trap.
If the skills are too narrow that a DM may favor some more than other ("can I use Charm?", "no, this is persuasion") or the D&D 5e "roll perceptions" coming up much more than "roll investigation" with some so that there isn't consistency because too many could apply.
No, please give me the most general skills. I want a "High Society" skill that, with the appropriate ability to modify it, can handle everything from heraldry to courtesy and handling yourself to knowledge about current or historical figures. Let's make sure my character knows what they heck they know and don't miss something because it was splintered across too many skills.