They definitely dropped the ball on dual-wielding. Rapier + dagger, a classic real-world dual-wielding combination, takes a feat in this edition. Ridiculous. One change I'd make for sure is to specify certain weapons (with d4 damage dice, mainly) with a specific "off-hand tag," which means you can dual wield with it in the off-hand even if your main-hand weapon isn't light. Make the dagger one of those, for example.
Indeed. You don't need a feat to fight with a rapier and dagger. You just need the feat to get an extra bonus action attack out of them.Though historically, most people (i.e. those without a feat) probably didn't attack with that off-hand dagger; they used it for parrying. So really, they should be able to use it to get +1 AC, using it like a buckler, without a feat.
I'm afraid I have a very strong opinion on that. Fewer skills are generally better. More importantly, a fixed skill list is better than an open-ended one. The way I see it, adding a skill 'creates incompetence.' That is, before you add the skill, everyone's good at what they're good at out of the universe of possibly things to be good at, and bad at the rest. Add a skill, and they're /all/ bad at one more thing, so, relatively less competent, overall. If you split the new skill off from an existing one, you don't technically hurt anyone who didn't have it, but those who did, similarly, become less competent.
Ideally, a game should have few, relatively broad skills, that evenly divide amongst themselves the universe of tasks required of PCs in the genre in question. 'Evenly' of course, might be nuanced and weighted, since some tasks come up more often, and some are higher-impact or more spotlight-grabbing.
But, ultimately, if you hit the right balance between PCs being able to acquire and master skills, and tasks being required of them, it doesn't matter much (mainly a matter of bookkeeping/complexity) of you list is large or small. As long as it doesn't get larger in play.
Sounds complex and syncretic. I recognize elements from 3e, BRP, Hero, Paranoia, and others I'm not so sure about, a few I've only heard of 2nd hand and can't place the system, seems like you're familiar with a lot of systems and are putting some real thought into yours. Good luck with it.they way i am looking at running the skills section is completely different to other rpg's.
Following on from a comment in the least used classes thread.
I would make Paladins be Lawful Good again. And enforce alignment penalties - really nasty ones.
That way nobody will want to play them. Fewer Paladins, better game!
(damn I hate Paladins)

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