Exalted 3e tried something like this. Not necessarily the interplay between combat and not-combat, but trying to make them have equal weight. In previous editions, a very disproportionate amount of Charms (magic-powered special abilities) were focused around combat – I'd estimate something like half or more (but I'm not gonna count), in a game where 5 out of 25 skills are direct combat skills (Melee, Martial Arts, Thrown, Archery, Dodge). So in order to balance things out, they wanted to make more Charms for other skills – but the problem was that these skills didn't have the mechanical hooks to support them. In combat, you can do charms that improve your accuracy, your damage, or let you make more attacks, or let you defend better, or let you counterattack, or attack at a longer range, or make your thrown weapons return, or a number of other different things, and these would often come in different power levels (attack two opponents -> attack all opponents or attack one opponent twice).A game that wanted to make these separate pillars equal might need to figure out how to merge these two buckets together. The trick, however, is making consequences and victories in one affect or influence the other. It can be difficult not to silo these systems into their own mini-games, or switch play modes going from one to the other. They don't need to be identical, but they should feel similar to each other, and maybe allow a smoother overlap.
But something like Crafting? There were like ten charms for that, some about just getting better at crafting, others about crafting faster, or using up less resources. But since 2e crafting didn't have much mechanical support, 2e crafting charms didn't have much to work with. So the solution of course was to provide more rules for crafting, which would then give Charms more scaffolding with which to interact. And then repeat that process across all other 19 non-combat skills, and you get an unwieldy mess.







