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I love skills, and I enjoy getting fiddley with assigning one point here and one point there, so I am leery of any system where the spread between someone who has invested in a particular skill and built a character around a certain concept can get beat by someone else who is just high level, or where - just by adding "trained," a high level character can jump from miserable at a skill to great at it.
BUT, as a player in a high-level campaign right now, I can see the value in all characters rising in skills. Right now, some of us keep adding points to Survival or Stealth or Perception... and some don't. While I think that those who do should be better at those skills, as a matter of gameplay as a party, it would be nice if the others could at least stay in the same ballpark. My cleric hasn't put anything into Stealth, so the party is either faced with a) never trying to sneak in anywhere because old Mr. Creaky-Pants, b) leaving me behind, or c) using magic to muffle me. All of those are fine and good RP choices/problems to solve, but running into the same problems over and over again also gets old and also limits gameplay styles., i.e., we NEVER try to infiltrate anything.
I can live with, maybe even embrace, a new system where everyone gradually gets better at everything, just because they are higher level (my high-level cleric may not have ranks in Knowledge (dungeoneering), but after a while I've seen a lot of oozes and might be able to pull of a Knowledge check based on experience and level alone), but it has to give "experts" and those who invest in a certain skill a way to shine above the crowd, and ideally, skill levels should have more of an impact on the outcome and success/failure than the randomness of the die roll.
The new system needs to allow everyone to be able to hold their own as DCs increase (think Swim, Climb, Stealth, Survival, Acrobatics or anything where the challenges get harder and harder at higher levels) without making expertise and mastery irrelevant.