Could be that I am mis-remembering this, but I could have sworn that I read somewhere that we would gain experience in skills individually, rather than just generic xp that we can use to increase whatever we want. I readily admit this may be misinformation I recall from discussions about how Skyrim handled their experience system.
I definitely DO remember, in one of the videos, seeing experience rewards fly up when the PC was modifying weapons at the workbench, however. That could still be generic xp that he was earning, but if it WERE xp specific to modding weapons, what would that mean? Is there a progress meter for every "skill/perk" so that you have to fill up the Gun Nut Rank 1 bar to max before you can purchase Gun Nut Rank 2? Or does becoming more skilled in Gun Nut rank 1 just allow you to craft better quality weapons? But still not the new weapons that Gun Nut Rank 2 would unlock for you?
In Skyrim, if you used a bow, your archery skill would increase, making you a better archer. You would have to spend perk points to get special abilities like the ability to zoom in the bow, or get increased critical hits or something, but the base accuracy/damage was based on your skill with the weapon, which increased as you used it.
If you used Blacksmithing to craft things (like 500 iron daggers) then your blacksmithing experience would increase and you would become a better blacksmith. You would NOT, however, automatically learn how to craft Ebony armor --- you'd just be a very good Iron blacksmith. You would have to spend perks in order to unlock the ability to craft Ebony armor and weapons.
If Fallout-4 has no skill measure, so that everyone is just as proficient as every other person at using a pistol, for example, then there seems no point to having individual "skill experience". If that were the case, and you have to have Gun Nut rank 1 to build THIS thing, then once you have Gun Nut rank 1 you can build that thing exactly as good as anyone else with Gun Nut rank 1. To make something else, you might be required to get Gun Nut Rank 2 perk but once you unlock that perk, boom, you can craft all the things it allows as good as anyone else.
On the one hand, I am not fond of "grinding" skills (like making 500 iron daggers to build up Blacksmithing) but on the other hand, it makes a kind of sense that if I use my bow/gun ALL the time, then I would be more accurate / do more damage than some Joe Shmoe who picked up a bow/gun for the first time and started using it.
As much as I exploited it, one of the things that always irked me about Fallout was that I could just hack computers, talk to people, and pick locks and gain experience and level up and then put skill points into my Small Guns skills and then buy a perk to give me increased criticals with my combat attacks.... even though I did not touch a weapon at ALL in order to get the experience to make those changes / advancements.
In previous Fallout games, if you had Small Guns skill of 10 then your barrel would sway and you'd miss a lot of shots... if you had 100 Small Guns skill, the barrel did not move and you could put the shots where you wanted. In Fallout-4, with no Small Guns skill, are all weapons now rock-steady or do they all sway?
While I can understand why the new perks replace some skills --- lockpicking really only ever had four or five 'ranks', and then it was all up to your player skill to unlock ---- other skills don't seem to have discrete Ranks (Speech, Medicine, Repair, weapons).
Rambled off point a bit there, sorry. Core question was whether we have individual "skill" experience based on WHAT we do, or if its going to be generic xp that we can earn by doing one thing (lockpicking), and then spend the rewards on something else entirely (guns).