I think the first mistake that I see people making is assuming that just because a character doesn't have proficiency in a skill then it sucks at that skill. Proficiency is only a 10% to 20% difference for all but the most powerful adventurers.
Just because someone doesn't have animal handling doesn't mean they can't ride like a champ and take care of animals. It just means that someone trained is a bit better. If your character concept relies on being the master of 50 skills then the problem is with the concept and not the system. That's like saying I'm making a 1st level fighter who is a sword master. Yes he's better than the average man, but he's hardly a master. Talk with the DM about making your character a few years older and having more starting skills.
100% agreed. Just because some throwaway skills are the default option doesn't mean the default option is good.Whether that is the case is up for discussion. Saying that the system can't be wrong is ridiculous.
I agree. There is a balance to be struck. If Athletics were 3 skills in 5e would that help or hinder martial characters?
It is absolutely possible to have skills that are bad for the game.
Whether that is the case is up for discussion. Saying that the system can't be wrong is ridiculous.
Survival and animal handling are very different in my mind. Animal handling is like being a horse whisperer, doesn't mean you know what berries to eat, and knowing how to travel in the forest doesn't mean you have a special connection with the forest animals. Now, I would say with all the magical ways to befriend animals Animal Handling is low tier, but not the same as survival at all.
Medicine is nothing like Nature. For me Nature mainly covers basic geography and knowing about the creatures and spirits of the wilds. Medicine is anatomy. Sure, medicine often covers uses for plants and herbs, but it is also bone splints, arteries, respiratory systems, infection. Just way to different for me.
History and Religion aren't the same either. History is more politics and recognizing noble houses and what they are doing. Also great battles, anything found in history books. Religion covers the planes, the gods, celestials, fiends, undead to an extent iconography of churches and cults, practices.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.