Just got the Core Book and it is awesome. I love a ton about the system -- more narrative focus, gradations of success, obligation, etc.
I wasn't involved in the playtest at all and was surprised at the number and some of the skill choices however. It's pretty good and certainly not horrible (ala Use Rope, separating all the science knowledge skills in SAGA, etc.) but I still scratched my head a little. Especially with the trend in other modern games (FATE Core, D&D4e) for more streamlined skill lists.
For instance, Astrogation as a standalone skill? The knowledge skills also seem to be undermined by a few talents. The Talent Far Suns (I think this is the name) is fairly deep into a tree and allows you to make a hard check (including core world check) to find out about a planet's culture, etc.? Isn't this what the skill is all about in the first place? I could see this as a talent for a newly discovered planet or something but even then it seems weak.
Certainly in my games I will be very lenient in letting players declare facts (like FATE) with Knowledge skills and also perhaps add a dice as "create advantage" as a maneuver using their knowledge depending on situation.
I also will probably use something like Diaspora's social combat resolution mechanic to run extended non-combat encounters (even non-social ones) as this can also allow Knowledge skills to shine.
How has the skill list been for those of you who have played the game? Have you made any house rule tweaks?