I don't like it from a role-playing perspective, either, because it makes it seem like my character has been sitting around pursuing a balanced assortment of tasks his whole life. I'm not sure what sort of upbringing could have led to equal proficiency in PIckpocketing, Two-Handed Weapons and Restoration magic but it takes me out of the game a bit.
From a roleplaying perspective, for combat and thief skills, I'd say the starting skill is right. You never need to have swung a mace at someone before to be able to clobber someone over the head, you can walk more quietly if you choose and if you know what a pocket is and have a hand you can pickpocket, though chances are, you will get caught fairly early in your career. Armour is the same, anyone can put it on. Considering how alchemy works, all you need to have done is eaten stuff to get started in that career, I'd say you're covered from a RP perspective.
Smithing is a close call, but at least smelting isn't counted there, it is garbage that you could make alloys from ore without any training. Could anyone make a dagger from an ingot of iron? Well you've got a hammer, an anvil and a grindstone, guess it would take a lot of practive to make a decent dagger or a better weapon, so you can't make much useful gear, but if you practice it's possible and there's almost always a blacksmith nearby for guidance. In my roleplayers mind they're hoping for a new apprentice or at least some cheap labour and they're not going to let you wreck their tools, so they help you out. In my distant past I've had apprentices borrow tools from me and you better believe they got a lecture first and then I kept my eyes wide open while they used them; no tradesman just lends out tools or equipment to a near stranger without making sure they use them responsibly, especially in a dangerous environment like a smithies.
Which leaves magic and having starting spells. It's clear magic is common, the guards are always asking me to conjure up a warm bed or a mug of beer for them, so having folks joke about magic means it is normal for commoners to witness. I don't think you need a special background to have what little magic you start with, but it's clearly not completely normal, I think if you must have a background for your character you need to include that little bit of magic training you have. It's not too much of a stretch to have a kindly uncle or to have spent time as a child pestering the village mage to teach you some magic tricks before you realised it was too hard work or not as much as fun as throwing rocks at ducks or whatever other mischief you got up to!
TLDR? -> Really I see the starting skill numbers as just the minimum competency that an intelligent and fit advlt would have if he tried something for the first time that he'd seen others do before.
Oh, and I don't miss classes, not one bit