So assuming it's a campaign setting that's roughly in the 1800s for technology and other things, and still a highly magical world. Especially a Steampunk with magitech type setting, but also other fiction that generally takes place in that century like Gothic Victorian Horror and Westerns.
Should there be any additions, changes/renaming or removals of skills?
The 5e skills are mainly solid for most genres. Some tweaks are helpful.
As far as I can tell, most D&D settings need an Engineering skill for mechanical contraptions.
Unfortunately, the Religion skill is worthless in most settings, especially if the religious worldview isnt an objective reality. Either expand Religion to include philosophy, politics, languages, symbolism, and meaningfulness generally, plus if applicable, all of the Astral Plane, Celestial, Fiend, Sigil factions, and Aberrations. Otherwise, merge Religion into History and call it a day.
Generally delete Acrobatics and use Athletics instead, but this is true for most genres.
Especially for 1800s science, carefully distinguish Nature and Survival. I am using Nature for physics-chemistry, then Survival for botany-zoology. Probably delete Medicine and use Survival instead.
Maybe a Commerce skill is helpful, for economy, marketplace, banking, and traderoutes and international travel.