Again, fair enough. and exactly what I made this thread for...so where is that line? What would be "too much stuff" for you...or is there even such a thing as "too much"?
That's a tough question to answer, especially since everyone has different preferences in that regard. For me personally, I can point to the example of the Ranger in Pathfinder as a class that's IMO bloated with just way too much stuff. They have bonus feats, favoed enemies, favored terrains, an animal companion, spells, and several other features. While I like playing rangers in that game, it just feels like ALOT to keep track of.
AH! "Not much", no...but it is complexity. If one or two is ok, then why not 3 or 4? Does it actually get complex if you have 5 skills listed on your character sheet? 8...12? 1 per level? Again, where is the line?
I would say the line would be "the number of skills that Rogues get." Other classes, unless they are also a skill-centric class like rogues, should get fewer skills than Rogues do. I think full casters, like wizards and clerics, should get one bonus skill. Fighting classes, like barbarians, fighters and monks, should get 1 or 2. Moderately skill focused classes, like the Ranger, should get 2-3. That seems like a good balance to me.
And, then, to take the topic a step further, what is a skill? Is a skill simply something that's "non-combat"? Or should there be skills that are usable in combat? Does that somehow "take away from" or "make sub-optimal" non-combat skills? Why? What's a feat...vs. a maneuver...vs. a trick...vs....?
There are certainly skills that can be used in combat. Escape artist when youre grappled, climb to get up to a sniping spot, tumble to whirl and flip past your enemies, etc.
As for what makes something a skill vs. a feat or trick, skills tend to be things that you could normally do with an ability check, they're just something your character is particularly good at, an "ability specialty" if you will. Maneuvers and tricks are things that let you do something you normally couldn't do with an attack roll or ability check, respectively. Feats are passive abilities that either improve some aspect of your character or allow you to purchase additional things, like extra spells or maneuvers.