Where I come from, a debate involves arguments and counter-arguments. The post I'm quoting here provides neither.
If you wish to claim that perks can functionally do everything skills can do without any effects to the system taking place, then explain how. This simply isn't the case. In Skyrim, skills were "removed" in that the effects of Skills are abysmal. I forget the exact numbers, but I think a single skill maxed to 100 provided 7% or 17% more damage (don't quote me on that) whereas a perk provided 20% more damage per rank, with 5 ranks total. This meant that skills were effectively experience, nothing more. Perks adding damage were absolutely 100% required. Nobody who plays skyrim skips those things, because your damage without those upgrades will eventually fall very flat. This meant that many of your level ups effectively provided you with no perk at all.
If I level up in New Vegas, I can give myself enough skill points to up my guns damage by ~10%, then take a perk to give a specific gun-type a knockdown effect, or my fists a paralyze effect. If I level up once in Skyrim? I must first spend perks on damage, then eventually I can get the paralyze or the knockdown. Trying to get the knockdown first is both impossible (due to perk trees, which are also a terrible design because they demand very similar perk choices amongst several characters, leading them all to be same-y) and ill-advised, because the damage is the most valuable asset. Imagine playing FO3 or New Vegas without getting any damage increases from skills.
THAT is tedious. That's extra level ups required to do the EXACT same thing. It's not more efficient, it's less.
And that's weapons, that's not passives. Case and point: how do you handle speech with no skills? The old speech system can check your character's speech ability on a 1-100 scale. Perks can never hope to do this, the scale is too small. This means that, once again, gaining speech skill is eating into your perk choices and slowing character development, and not only that, the speech improvements are much simpler. It ends up being a one to three scale or something, which is much less exact. You cannot create more exact variance across characters, as two characters that are both "kinda charismatic" would both be at rank 1 instead of one of them having 25 speech while the other boasts 40.
And again, without a perk cap? It's all tedious. It just means a level up is less valuable because there's more worthless "20% cooler" perks like in Skyrim to eat your perks up practically by requirement.