I use History for Heraldry, Nature for Geography, Persuasion(Intelligence) for customs or culture.For D&D in particular, I think the skill proficiencies that exist are mostly "right-sized", but they do leave some annoying holes. The most obvious one is knowledge of the human (or maybe sapient) world – history fills some of it, but I'm thinking things like heraldry, geography, who rules where, what are proper ways to act in a particular town/culture, and so on. I'd also include thieves' tools in Sleight of Hand and possibly rename it Thievery. I could also see combining Nature and Survival, and maybe bake Animal Handling into one or both of those – any time you have a player asking "What's the difference between skill X and skill Y?" you should consider whether those might not be better off as a single skill.
I agree nature and survival really should be combined....they accepted the idea that a wizard should often know more about religion than a cleric (religion becoming an int based skill as all knowledges now are), but I guess couldn't swallow that they would be better in the woods than the wise ranger.