Yes, thank you. When you said, "least likely Rogue to have a criminal-y skill set," I thought you meant they where a criminal without the criminal-y skills. Which, of course, they still do have. Just in addition to a few more skills that help round out their concept. Because they are 'criminal-y". So, really more like "Criminal+".I mean that Criminal provides Deception and Stealth, two very "criminal-y" skills.
I don't want characters to pick Criminal in order to acquire decidely un-criminal skills; but by the rules as written that is exactly what happens / can happen when the character is a Rogue.
This is not merely theorycrafting by the way. My players generally made sure their background overlapped with their class, so they could get one or two free skills, essentially rending the restriction that is the class list moot.
This is what my change will put an end to.
Any character picking Criminal will get criminal-y skills. Either because they gain Deception and Stealth, or because their class list is already sufficiently criminal-y.
A Rogue could have Depection and Stealth already, and could then pick, for example, Thievery and Dungeoneering instead. But she could not pick Criminal to get Feylore or History, for example.
(Of course, IRL examples doesn't involve History - IRL examples almost always involve characters without Perception on their class list getting Perception. What's the point then about restricting Perception to only some classes...?)
Hope that sorts it out.
I know this may sound crazy (though plus side: doesn't involve massive homebrewing and houseruling), but have you considered asking your players to play in good faith? Rather than trying to game and manipulate the system, so you are then forced to do all this extra work as a form of damage control?