Actually, this conversation on skills got me thinking to one of my better home-brew games:
The game was a mixed dice system that used 4 A's: Archetype, Attributes, Abilities, & Aptitudes
The Archetype is a whatever you call your character- Elven Archer for example.
There are 4 Attributes: Agility, Brawn, Intellect, Psyche
4 Abilities: Athletics, Awareness, Influence, Knowledge
4 Aptitudes: Arcana, Combat, Thievery, Survival
Essentially every roll you might need in a game can be covered using 1 Attribute and 1 Ability or Aptitude.
You allocated dice pools of D10, D8, D6, D4 to Attributes: D8, D6, D6, D4 to Abilties, and D10, D6, D4, D2 to Aptitudes.
Your Archertype starts at a D4 and you can pick 2 Specific Skills that you can spend a Legend Point to add your Dice to.
So our Archer might look like this:
Elven Archer: D4 (Bow, Tracking)
AG-D10 ATH-D6 ARC- D2
BR-D8 AWR-D8 COM-D10
IN-D6 INF-D4 THV-D4
PSY-D4 KNW-D6 SRV- D6
So, to roll an attack the Archer would roll D10+D10 with his bow, and if he really wanted to make sure he hit- he could spend a legnd point and add his Archetype Dice of a D4
A tracking Roll would be D6+D6 and also could have a D4 added to it.
A Lift Roll would be D8+D6, and Acrobatics roll D10+D6....etc...its quite easy to mix and match.
All rolls made against TNs 5, 7, 9, 11, 12
Anyway, the point is that you can trim the "skills" down quite a bit- we used this to play a Pulp Actin game where the characters were agents trying to thwart plans to explode an airship over Ottawa (where I live) during WWII....quite fun.
Anyway- just some thoughts