Imaro
Legend
I think we've come to the point where you're arguing past Janx or are caught in some kind of argument whirlpool from which you cannot escape. I don't think there's anything Janx has been saying that really contradicts any of the options here about other skill checks being relevant to a chase scene (should the PCs elect to participate in one).
Then you've missed my point in presenting the examples... setting one thing in stone is not railroading (as some have claimed in this thread) and the PC's have plenty of options. So no, I'm not "caught in some kind of argument whirlpool from which you cannot escape." But nice way of phrasing that. I think it's more apt to say that I and Janx don't see eye to eye on the objective superiority of one style vs. the other. Make no mistake I use both, but I don't think any one is better than the other... just different.
But to tie into Janx's advice earlier, if you're going to have a chase scene, why decide, right off the bat, that the NPC being chased is taking the best route from A to B and that the PCs couldn't use their knowledge skills to improve on it? Holding that option open gives the PCs one more tool in their kit to intercept their quarry, should they be creative enough to think of it. There may be circumstances in which I might say that no shortcut or other alternative route is available, but I'd be inclined to believe in Janx's advice and I'd make those a small minority.
Because complications create more drama, tension, etc... when any and everything is possible and available, there is less tension and the story being created is less dramatic. Not being able to create a shortcut everytime you get into a chase in the city...is a good thing IMO.
I also think that when there is no impetus to think beyond the easiest and most convenient solution... most peole won't (You know, the whole sand in the eyes routine or the every attack is "I hit him" problem). How boring does "I remember a shortcut" become after the umpteenth time it's used to justify a skill check with knowledge local (more than likely by the same player)? When you add restrictions and paradigms players often have to think differently, more creatively and be more ingenuous in their approach as opposed to falling back on the standbys when anything is possible. I mean setbacks are parcel for the type of stories that D&D tries to model and yet people are arguing against the DM setting up conflict and obstacles in the PC's way (even though he has in no way eliminated their ability to make choices and act). Honestly I'm wondering why allowing the player to have a chance of success at anything they suggest is a more interesting proposition than having the player try to figure out something in a situation with setbacks and limiters?