Lanefan
Victoria Rules
The problem is that there are several types of "skills" in the game, some of which are necessary and some of which are overkill:
Past professions/secondary skills (e.g. gemcutter, brewer, etc.) - the game needs these for flavour and character background, and they sometimes become relevant in roleplaying. 1e sort of has this right; an expansion of that system is fine.
Class-based skills (e.g. Ranger's tracking, Thieves' open-locks, etc.) - the game needs these for the relevant classes only. Keep 'em in some form.
What I call "everyman" skills (e.g. swimming, riding, literacy) - the game needs these in a very basic form only, to define what your pre-adventuring abilities are like or - in the case of literacy - whether you have the skill at all. Keep 'em, and allow them to improve with training.
Other skills (e.g. Diplomacy, Knowledge-xxxx, Spellcraft, etc.) - the game either does not need these at all, or can easily adapt them into ability checks. Ditch 'em.
Lanefan
Past professions/secondary skills (e.g. gemcutter, brewer, etc.) - the game needs these for flavour and character background, and they sometimes become relevant in roleplaying. 1e sort of has this right; an expansion of that system is fine.
Class-based skills (e.g. Ranger's tracking, Thieves' open-locks, etc.) - the game needs these for the relevant classes only. Keep 'em in some form.
What I call "everyman" skills (e.g. swimming, riding, literacy) - the game needs these in a very basic form only, to define what your pre-adventuring abilities are like or - in the case of literacy - whether you have the skill at all. Keep 'em, and allow them to improve with training.
Other skills (e.g. Diplomacy, Knowledge-xxxx, Spellcraft, etc.) - the game either does not need these at all, or can easily adapt them into ability checks. Ditch 'em.
Lanefan