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The trickiest part for GMing with PCs that are in to trying to be melee skirmishers is that the nature of dungeons and battlefield set up can be extremely limiting for characters wanting to invest resources in being fast enough to hit and run from combat. How much resources are the party putting into getting the upperhand/choosing where the fight takes place?
The average party tends to walk into rooms and then react to what they see there. Skirmishing is nearly impossible in this scenario, or quickly turns into the rogue going first, moving in too far to get off an early sneak attack and then getting overwhelmed. But if they don't move in first, then the enemy clogs the choke point before the fighter can move the front line into a more advantageous position and the skirmisher is trapped in the back line feeling useless, especially if they don't have the feat support to make ranged attacks past allies feasible. Mobility in PF is far more than your movement speed, especially in a crowded dungeon.
Casting becomes the easiest way to accomplish this, especially beyond 4th level, even if it is not one character doing both the casting and the skirmishing. Use Magic Device can function as a work around, but it burns through character resources, which can be fine, but might frustrate the rest of the party if they were built around wanting to save every coin to improve their big six items as fast as possible.
Basically, skirmishing pretty much requires cooperation of party members and is a great way to get a group working together and feeling like a team when a plan works out and everyone plays their part, but will quickly start to have characters drop when they don't include recon and emergency withdrawl factored in to their general combat strategies.
I also strongly agree with and echo many posters above that point out that the real tactics of combat skirmishing are problematic when trying to apply directly to a fantasy setting where injuries can be healed almost instantly and resources recovered much more quickly than in real life. Magic changes both the goal of skirmishing and the way it is countered.