Every character has over 60 skills in this game. Most of them are there for a reason, some of them have no purpose. Most of them make sense in its implementation, others are beyond logic. Have a look:
-Adventuring.
Easily one of the most useless skills in the game. You need it only to equip backpacks and it doesn't provide much of a benefit to wear a backpack on your back when tank armor or a webcloak could go there.
Suggestion:
Eliminate the ability of NPCs to warp to you when you change elevation and make Adventuring define the speed at which you climb up hills and mountainsides.
-Riposte.
Easily the most botched skill in the game. Riposte (by definition) is basically a counter-attack launched after successfully parrying an opponent. Parry is already in the game (although parrying gunfire shouldn't be possible).
Suggestion:
Riposte should be a special attack available to melee weapon users for up to five seconds after they successfully parry something.
-Trap Disarm.
There is only one use for this skill and the name implies it. The sad thing is that it is a one-way street: there is no placing of traps.
Suggestion:
Rename the skill to "Trap Placement and Disarming" and allow the players to set traps. A Sense Trap ability should also be implement and should lock perception the same way "Search" does.
-Psychology:
When you hear the word, you automatically think of it having to do with the mind and the way it works. In this game, you need Psychology to a) wear DeCranums, b) place certain Towers, c) use the aggression enhancers, and d) build certain refined implants. Out of the four, only c) would seem as an appropriate use of the skill. Is it just me??
Suggestions:
a) - Take the psychology req off of DeCraniums and make it require another base ability.
b) - Placing a tower shouldn't require psychology. It should actually take some Strength to erect the tower, some Agility to keep your own balance while erecting the tower, and some Intelligence to initialize the tower.
d) - All implant creation should be based on the nano programming skill and none others. Psychology & Pharma Tech should not be required to build implants.
-Grenade:
Very few nade launchers and only two types of nades to throw. Hmmmmm...
Suggestion:
Rename the skill to "Grenades and Explosives", implement bombs (you know, those cute little things that go boom and destroy everything in the immediate area..) and allow the players to set bombs. Placing and disarming a bomb should revolve around this skill.
And while you're at it, please refine the player-made MayFly grenades so that they are not unique and don't require the person attempting to pull the pin to be an electrical engineer. Grenade pins are not that complex and these nades aren't even good enough to warrant the tag "unique".
-Tutoring:
When I think of tutoring, I envision two people: the tutor and the subject being tutored. So why am I only able to tutor myself in this game?
Suggestion:
Allow people with enough tutoring skill to tutor others and not just themselves.
-Edit
-Sharp Obj:
Thought of this over the weekend. Haven't yet seen a single item in the game require this skill. I've only played an NT and generally have no use for throwing weapons, yet I have searched through the shops and haven't been able to find a single item using this skill. I heard that there were once ninja stars in the game that MAs could throw at people but they were removed because FC couldn't get the animation right. Hmm.
Suggestion:
Rename the skill to "Throwing Weapons" and put stuff in the game to throw at people (like rocks (boulders for Trox characters), knives, ninja stars, tranq darts, etc..).
I'm sure there is more skill weirdness out there, just need more coffee to think of it all....