not entirely sure yet, i'll solve that problem in this PR by ignoring it. a followup with more brainpower applied to it will probably figure it out. in my personal opinion, i'd like to provide a single point pool that you can assign across all skills
powergamers will be an issue regardless, the game will be balanced around people having various skill points in various places, so i'm not too concerned. the system is INCREDIBLY simple to use, so anyone can tweak it to balance it. antags could probably be given minimum skill requirements, if they don't meet those skills, their level will be bumped up upon being antag. we'll see, though
fallout style skill selection for off-station characters, in-game skillbooks for traitors maybe?
i'm of the opinion that it's way better to mechanically restrict people than to hope they adhere to rules. sure, there will be baseline requirements for jobs, but certain characters can have other minor skills, or someone can go above and beyond and be really good at their job and trash and everything else. kinda like how in RPGs, it's a roleplaying game but you can use skills to really flesh out the niche of a character
in all, i was also heavily against adding mechanical skills, i figured it'd be a hamper on RP. but then I played on CM, and saw it had potential for characters to be fundamentally different based on their skills and past experiences, rather than just boasting about the skill literally everyone else can also do. so i can relate to people who aren't fond of the idea, but i'd heavily encourage you to try it out on something like CM or whatever