Just wondering what are some popular skills that some characters have, but never get a look in during an adventure. And how GMs would incorporate them to make them useful in regards to risk; ie - a character can spend all day failing Trade (Valet) checks, it's only risky if they fail and their master beats them or there's some direct negative/positive consequence that's useful to the adventure at hand (and where do they get someone to serve anyway?). Gamble 's another one that springs to mind - gambling at cards is too obvious, has it been used in any other situations in your campaigns?
... Or are them some skills that should just be stricken from the records, they're too painful to incorporate or just plain useless?