All skills are created equal. At least as far as the amount of XP it costs to raise their rank. However, they aren't equal in the amount of use they see and the way they. After 10 sessions of play, we have roughly the following situation in terms of average use:
Multiple times every session
- Astrogation
- Computers
- Cool/Vigilance
- Mechanics
- Melee
- Perception
- Piloting: Space
- Ranged: Heavy
- Ranged: Light
Once per session
- Athletics
- Coercion
- Coordination
- Charm
- Medicine
- Negotiation
- Piloting: Planetary
- Stealth
- Skullduggery
Once every few sessions
- Brawl
- Discipline
- Gunnery
- Knowledge: Core Worlds
- Knowledge: Outer Rim
- Knowledge: Underworld
Never used
- Leadership
- Knowledge: Lore
- Resilience
- Streetwise
- Survival
- Xenology
One of the big difference I see is between GM-initiated skills and player-initiated skills. Many skills have a big player choice in when they apply. A player can choose to resolve many issues by shooting their guns: their choice (not always the best choice, but their choice nonetheless). But its much harder to actively use Skullduggery: it needs a proper situation while skills that have much broader application (like Computers and Mechanics) are much more likely to have opportunities for active use.
On the extreme end, you have a skill like Survival: it will rarely if ever see a player actively requesting to use it. Same goes for Discipline. They are reactive skills, and players are mostly if not wholly dependent on their GM to see play.
Social skills are a weird bunch in the mix, because you can Charm, Intimidate and Deceive without actually needing to make a skill check. Again, they are mostly dependent on the GM, if he requires the situation to have a check.
Also, some skills might see use, but when their use isn't narratively important, it feels less relevant. Astrogation might see use nearly every session, but more because the rules said you need a check to jump to hyperspace. There is rarely a moment where people go: wow, we are really happy we have a skilled Astrogator in the party because it has not been used at critical junctures yet.
This tends to see players less interested in investing ranks in some of these skills. They are simply not good value for the XP spent.
I'm wondering about the situation in other groups: what skill see a lot of use, and what skills are rarely used? Do players respond to this by investing mostly XP in the often used skills?
Edited by Aramur