I'm A Banana
Potassium-Rich
When you have a CHOICE.
You always have the choice, because when the power is given a level, its' a choice between that power and every other class power of that level.
Otherwise, the power is not given a level.
But, look, I'm not going to go all Is Polearm Gambit Possible on this thread. If you don't believe me, that's fine, you don't have to allow them to switch out the power, but I will, because I don't like arbitrary limitations that hide in nefarious rulespeak, even if the power isn't intended to be switch-able.
I suppose if the bug gets fixed, that'll solve the argument at least from WotC's perspective.

Saeviomagy said:In fact, singling out this particular ability for skill-power treatment looks to me like a classic case of "anyone can do martial stuff, but martial characters can only do martial stuff" happening.
Compare with, say, the heal skill. I'm not seeing anything on par with cleric surge-spending powers on the skill power list. Or a warlock's teleport utilities. Or a wizard's wall-creation utilities. There's a couple of similar sorts of things, but they pale in comparison with the utility from the appropriate class.
Well, the power in reference explicitly references a skill. Cleric and warlord healing powers don't mention the Heal skill, a Wizard's wall-creation doesn't mention the Arcana skill, a warlock's teleport doesn't meantion the Athletics skill....
Though honestly I wouldn't have a lot of inherent problem with assigning key skills to class ability lists -- if you've got training in Arcana, you, too, can learn Magic Missile! -- but it would require some balance-rejiggering.
As of now, though, letting a fighter trained in Thievery take a power that improves that skill is entirely within the realm of a power based on a skill.