I was hoping to get a bit of feedback on something, in lieu of the gigantic info-dump with nested everything here's the Google Docs link:
https://docs.google.com/document/d/1ypLZZCxqBFJDM62vgnxbGPO535lAG8FTOplSg2s n8eI/edit?usp=sharing
Essentially, I got fed up with the continuing ambiguities regarding whether profession actually does anything or not, the fact that the skill system is the bastard step-child of Pathfinder to almost the same extent as 3.0, and the fact that in many cases skill/utility characters and combat characters just basically alternate scenes where the player is boredly flipping through a magazine while another player does everything.
So I downed more coffee than is likely good for me and took a machete to the whole system, or rather built a meta-overlay that I could drop on top of the skill system that at least band-aids the problem for low-skill characters without nerfing high-skill ones particularly.
The highlights are:
--"Profession" now encompasses most knowledge, crafting, and general exploration skills (e.g. linguistics/translate script). A single profession gives you a reasonable selection of basic things your character is familiar with, and every character gets one at full ranks for free.
--Skills without direct combat applications are bundled into more general skills, e.g. Athletic training = Climb + Swim + Heal.
--Customization of characters' range of abilities is now achieved by spending a few points to modify existing skills, e.g. someone wanting to roleplay a competent civil servant (who I guess kicks orcs in the face by night?) now trains one skill- profession: civilian, and then adds the Scribe, Clerk, and Lawyer credentials to it for one point apiece instead of having to drop 15-odd points into getting all three to functional levels.
--There are no more open-ended numbers of skills of any subtype, because that was really, really silly. Seven profession skills, Six adventurin' skills, and a reasonably efficient secondary level of customization.
-- It's fairly friendly as far as just giving players that don't CARE about skills something to drop points in at max ranks and forget about it, without them ever actually being rendered useless.
-- Skill applications overlap, so generally your party's not going to turn your 'easy part' gather information check etc into an impassable wall of plot-force with a single natural 1, there will probably be someone that can cover any given thing at any given time in a party of 5.
My question here is basically "am I missing anything"? My players are a bit power-gamey but they rarely try to actually break the game. I'm curious whether I should save this one for future games with different people or if it's got some deadly weakness that's going to end with them eating tarresque flakes for breakfast every morning.