Actually, I found with a little playtesting the same cost for all skills works great! Can't leave it at current (too cheap), But 5 x Rating for each point in a skill (5 for 1 rank, 10 for two ranks [total 15] 15 for 3 ranks [total 30 points] etc.) for skills seems to balance out well enough. Since skill distribution is rather poorly done in some places (explained earlier) it solves the problem without alot of work on my part. Characters even stopped trying to pick up several Specialization due to the fact that trying to solve the Skill ccost 'problem' was no longer necessary. I even got some better storylines for background for those trying to explain skills that wouldn't be considered "normal" for their chosen specialization.
On the negative side the costs did end up a little too cheap for the In-Career specializations, but that happened alot less often, and since only TWO of the specializations for class applied when it came to the discount, it didn't make much overall impact, even less so since skills were not an issue anymore. Since there is no true limit to the ranks of most talents save how many times it showed up on the tree, it left room for some abuse for those who grabbed several Specialization trees for the same talent, but that seems to be an issue so far no matter which way the skills go. XP was worth a little more because the OOC issue wasn't there, but that also meant that giving a little less base xp allowed me to reward better roleplaying without unbalancing the group overmuch.
Best part was that the creation was easier to explain, less cumbersome and ZERO difficulties about how a character could build what they wanted without taking an unnecessary number of Specializations to get some skills cheaper.
Just preliminary results, mind you, but I'm seeing NO reason to use what's there so far. It's convoluted, difficult to explain and even less appealing to try to help character get what they want without breaking a broken system. The dice are mind-bending enough as is. The math has already proven NOT too add up, but the idea was to keep less dice on the table to roll. I now must add Difficulty Dice, Setback Dice, Challenge Dice AND/or advantage dice to skill dice and ability dice, The number of dice on the table end up about the same as half the other games I play that DON'T work on this dynamic.
Try it for a while. I'd like to see some other's use results on this one. Mine have been pretty good, but I can always use more input. Besides, this is Beta TESTING. Aren't we supposed to be trying new angles?