No matter what you do you can never get the granularity right.
		
		
	 
"Never," 
Reynard, is a deeply subjective judgement.
I looked at a bunch of systems for running 
a 17th century swashbuckling game. 
Riddle of Steel and 
Swashbuckler were much too fiddly for my tastes. 
Lace and Steel was too gimmicky. 
Savage Worlds missed the strong genre archetypes out-of-the-box (and before the 
SW fans get in a snit, I bought 
Pirates of the Spanish Main and 
Soloman Kane, though I returned the latter).
I also considered using 
AD&D with the 2e historical supplement 
A Mighty Fortress, but the problem of "undefined skills" and "reduced options" for me is that it also utterly failed to capture the flavor of the swashbuckling genre.
So there was a good level of granularity for me in 
Flashing Blades: four archetypes, with characters choosing anywhere from three to six broadly defined skills, which makes a character on a par with an 
AD&D thief or ranger (or a B/X elf or dwarf) in terms of 'class abilities.' It does what I want it to do, without doing more than I need.
	
		
	
	
		
		
			Some genre archetypes are going to be good with "broad skills" and some ate not: look at Conan, noted particularly for his climbing skill.
		
		
	 
Conan's climbing skill is part of his general athleticism; I have no problem with assuming a similar level of skill to anyone in the fighter class, subject to the character's actual attributes.
	
		
	
	
		
		
			This is why essentially undefined skills - that is, reduced options- is preferable in many ways. You b/x fighter needed only a brief character background - a Cimmerians hill man - to expand because what "Cimmerians hill man" entailed and when it applied was based on judgement calla, not hard and fast rules.
		
		
	 
While I have no problem enjoying 
OD&D or 
AD&D as-written, the games I most enjoy add a bit more detail than that, but certainly nowhere near as much as d20, GURPS, 
Rolemaster or other more rules-laden systems.