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.
they way i am looking at running the skills section is completely different to other rpg's.
when you create your character your back ground will determine your starting skills
an example of this is in the "modern version of the game" your back ground may be that of a mechanic
who finished year 12.
primary school gives you 1 rank in the following skills:
run, catch, jump, dodge, balance, swim, maths, history, language, sing, charm, insult and insight
secondary school gives you one rank in the following skills:
run, jump, dodge, balance, swim, maths, history, language, charm, insult, insight, chemistry, physics, computers
and 3 extra skills (max of 2 extra) from the above list or poetry, instrument, dance, leadership, smithing, woodcrafting
as a qualified mechanic you gain the following skills, these are your profession skills:
mechanic 4 ranks, electrician 2 ranks, smithing 2 ranks, drive 2 ranks.
you get age/2 ranks to spend as you wish representing learning you gained over your life.
your class and background profession determines "class skills" which are cheaper to level
ranks equate to a 0.5 bonus on the roll you make, maximum is rank 10 (+5)
some skills require a trainer to begin to learn or advance, those would be listed under their entry.
the idea is with a 150 skills you won't really need them all, you only need 1-4 combat skills, unless your a caster you don't need any of the magic skills (skills like illusion or fire damage) or divine skills (which are basically domains)
the idea is each skill doesn't just provide a bonus, but has its own 10 level talent tree
for instance as you level wood crafting you will gain the ability to auto succeed making common items, reduce time to craft, improve quality of things crafted, auto succeed making uncommon items, eventually unlocking the ability to craft a legendary item if you hit rank 10 and become a grand master wood crafter.
classes will have their own signature moves that are unlocked, but the majority of leveling will be done through skills which will have all the shared abilities that can be gained.
this system is probably most like Skyrim or Enderal in design.
I'm hoping shifting the load away from feats and classes to the actually dedication you put into what you want to be good at will be a great way to revolutionise leveling.