Excuse me? NWP = 2e... right?
Oh, dungeoneer's survival guide? Really kinda terrible, IMHO. D&D didn't even start to get skills right until 3.0.
I'd say 'not worth it,' except proficiencies were pretty nearly worthless, anyway - they were backup for when the DM got hinky and placed a powerful magical weapon that wasn't a longsword.
Nod, all spells were taken down a number of pegs, in general - and rituals and items were 'nerfed,' out-of-combat, relative to how overwhelming spells used to be, because there was a /greater/ focus on non-combat, via skill challenges, even being weighted the same as encounters. Non-combat got more structure, more participation from all players, more emphasis, than any other edition. Leaving utility spells as problem-solved grenades would have reduced that focus.
It's better than not doin' it at all. Even if there's not much hope it'll continue to improve.