The thing about FATE Aspects I never liked much is the gulf that can happen between what a player thinks a skill can do and what a DM thinks that same skill can do. The open-ended nature also leads to occasional "superskills" (I can use this for practically everything!) and useless skills (geeze, why did I think I could use this for anything?!). FATE itself is very narrative/cinematic, so it tends to put a lot of focus on explicitly MAKING use of skills and in setting things up so that great skills are occasionally pointless, but that's difficult to do in the sandbox-y way I'm into playing D&D like at the moment.
Backgrounds-as-skills (ie, "Secondary Skills") might work well for me, but we still have the issue of some things that will be awesome and some things that will suck, which leads to a lack of interesting choice in play, which is part of what I'm looking for out of a skill system (a la [MENTION=386]LostSoul[/MENTION] ).
Maybe I need to do what 5e once did with the ranger's favored enemy: think about some aspect of the background that would be relevant accross most D&D situations (perhaps filling a point in the grid), and use that....which means my grid might look something like...
[table="width: 500, class: grid, align: center"]
[tr]
[td]

[/td]
[td]
Explorer[/td]
[td]
Warrior[/td]
[td]
Face[/td]
[/tr]
[tr]
[td]
Town[/td]
[td]
Minstrel: You tell stories, other people tell you stories...you can use an Extended Rest to gather information in town.[/td]
[td]
Thug: You're mean and everyone knows it. Your reputation makes others avoid making you angry.[/td]
[td]
Noble: You are good at cajoling others into doing what you want. [/td]
[/tr]
[tr]
[td]
Wilderness[/td]
[td]
Vagabond: You have no problem getting along in the wilderness[/td]
[td]
Campaigner: You know how to equip yourself for survival in the wilderness, and can endure many ills without a problem.[/td]
[td]
Beastfriend: You understand animals and wild beasts, and they understand you.[/td]
[/tr]
[tr]
[td]
Dungeon[/td]
[td]
Burglar: You can sneak and disable traps. [/td]
[td]
Delver: The lore of the creatures and history of the underground is open to you. [/td]
[td]
Mediator: You're good at brokering arrangements with hostile natives.[/td]
[/tr]
[/table]
...hmmm....so "Sailor" would fit in the Wilderness/Explorer category, and someone with that background would be an asset to have whenever the party was exploring the wilderness, and would overlap with anyone who did the same (like, say, "Guide," or "Mountaineer" or somesuch).
...which makes me feel like I re-invented 4e's roles for this....hmm...