The problem with a flat increase in skill points per level is that everyone will then just take the 'power' skills--i.e. whatever is used most in your campaigns--most often. What I've done instead is designated some skills as only costing 1/2 the base, and eliminated a couple entirely. (i.e. 1/2 SP/rank for class skills, 1 SP/rank for cross class.) Half-cost skills: Balance, Climb, Craft (Excluding Alchemy), Disguise, Escape Artist, Forgery, Gather Information, Jump, Perform, Profession, Swim, Use Rope. --I then removed Decipher Script (the most utterly incredibly putridly USELESS skill in the game) and Open Lock (which is mechanically similar to Disable Device, and thus absorbed into it--which D20 Modern does anyways).
I haven't been using these rules long enough to see if they work for certain yet--but no hiccups so far. Makes the less-powerful skills more attractive, whereas increasing skill points would simply allow players to top up all the uber skills better.