Ratskinner
Adventurer
Alright, I'mma take another stab at it here. But first, here's the theory: skills are what the character -has learned- to do well. Abilities are his inherent ability to do anything well. So skills should be more specific than abilities. The P&P system is the springboard for more complex games, but it is also a hardy, standalone RPG. So the skill list should both guide players toward selecting good skills, and provide interesting (and basic) options for character specialization (very much like FATE and Skyrim).
Physical skills:
Fight (unarmed, melee, missile), parry (physical defense), sneak, movement, larceny.
Mental skills:
Knowledge (nature, scholar), profession (healer, smith, musician, alchemist), detect, concentrate (mental defense).
Metaphysical skills:
Cast spell, spirit (metaphysical defense), repel undead, handle animal, persuade, deceive.
Feels rough. How do you feel about it?
Edit: added types of fighting, and made spell casting a general skill (instead of each spell being a skill).
Will there be "feats" or some other kind of "tweak" character traits? If so, consider letting that do some of the work specializing skills. For example, let a Profession be a universal tweak, when applicable. Specific professions with possible in-game functions (like Alchemist or Healer), could be broken-out into a unique tweak. Otherwise, let Musician grant a bonus whenever it would help; persuade an arts lover, detect something wrong about a song, concentrate against a sonic attack, etc.
Otherwise, it looks okay to me. You might find gaps or other issues with playtesting.