1. Athletics
2. Craftsmanship
3. Investigation
4. Light Weapons
1. Should be a part of Endurance and/or Agility.
2. Craftsmanship?
3. Perception should be the deciding factor to how good at investigation you are, if you are blind as a bat, can barely smell and is slow as hell to pick up on things then why would 100 in Investigation magically make these things untrue? Just saying, if you have bad perception you'd never get good at investigating in the first place.
4. Light... Weapons?
I'm just gonna copy paste a skill list and you can pick up things or ignore them if you like.
01 Knifes - For fighting or assassinating with knifes
02 Blunt weapons - For fighting with hammers, sledges, baseball bats et cetera.
03 Guns - n/a
04 Big Guns - Minigun is still covered by Guns and Gatling Laser by EW, but with Big Guns, you can use every 8 STR weapon perfectly fine.
05 Energy Weapons n/a
06 Explosives - n/a
07 Chemical Weapons - Used for acid weapons, fire weapons and radiation weapons. (As none of them belong to Energy Weapons, Guns or Explosives.)
08 Traps - Determines how well you can spot, avoid and disarm traps.
09 Chemistry - Is used for crafting chems, acids and poisons.
10 Electronics - Is used for recharging depleted cells, tapping energy sources, getting through electronic padlocks, crafting electronic things and repairing energy weapons.
11 Mechanics - Is basically Repair, only that now, it only counts for mechanical things.
12 Hacking - n/a
13 Lockpicking - n/a
14 Sneak - n/a
15 Medicine - Is used for treating diseases, radiation poisoning, addiction withdrawal and determines how effecient drugs are.
16 Doctor - Is used for fixing broken limbs, collapsed lungs, closing up arteries(?) et cetera.
17 Herbalism - Determines how efficient your tribal remedies will be.
18 Armorer - Determines how well you can repair, modify and craft armors.
19 Steal - Determines how well you can steal things out in the open and pickpocket.
20 Persuasion - n/a
21 Deception - Determines how well you can lie when confronted, how well you can smuggle and how well you can disguise yourself, also determines how good of a poker face you have.
22 Intimidation - Determines how well you can intimidate enemies to run off or NPC's to give you information or items.
23 Barter - Determines how well you can trade things.
24 Politics - Determines how well you can talk to leader characters about political issues.
25 Taming - Determines how well you can tame wild animals to be become companions.
26 Climbing - Determines how well you can climb up things.
27 Outdoorsman - Decides how well you can travel, spot and avoid things in the world map.
28 Fencing - For fighting with long-bladed weapons
29 Throwing - Determines how well you can hit with throwing weapons, such as knifes, hatchets, spears and grenades.