I know I will be probably ignored but I just cannot let this go past without me saying my mind about it.
The whole refurbishing of the skill groups sounds nice, but...
BUT!
Let us have a look at what my problems with this reorganisation is:
Armours
Shields
Electronic Systems
Engineering
Ship Modifications
Targeting
Scanning
Are all related to ships and ship fitting one way or another.
Plus PI has already its own group, but now they will be a part of another skill group GÇôread: they just dump PI into another group while at the same time clearly stating that they want every one of those groups to have a ground of their own GÇô sounds either hypocrite or not really thought out for me, youGÇÖll be the judge on that! :P
So what SHOULD we do?
If you dig deep, really deep down there are three core elements of the skill sets:
1: Productions one way or another (production/invention/exploration, etc)
2: Ship commands one way or another (pvp/pve)
3: Character managements one way or another (implants, leadership, /corp/ally management, etc.)
So how can we benefit from this? - By enabling sub-categories to emerge!
It is really not a difficult thing but would enable to have a logical build-up of skills:
Spaceship Command ALL T1 ship command skills
Gö£ Advanced Spacehip Command (Tech 2 ship command skills)
Gö£ Armour Management (Armour skills)
Gö£ Drone Management (Drone skills)
Gö£ Electronic Systems Management (CPU skills)
Gö£ Electronic Warfare Management (EW / Anti-EW skills)
Gö£ Engineering Management (PG skills)
Gö£ Gunnery Management (Gunnery skills)
Gö£ Missiles Management (Missile skills)
Gö£ Navigation Management (Navigation skills)
Gö£ Shield Management (Shield skills)
Gö£ Ship Modifications (Rigs and T3 subsystems skills)
Pilot Enhancement (Clone skills)
Gö£ Corporation Management (Corporation stuff(NO POS!))
Gö£ Neural Enhancement (Implants and boosters)
Gö£ Leadership Enhancement (Leadership skills)
Gö£ Social Relations (Social skills)
Science (Generic Science skills)
Gö£ Production (Manufacturing skills)
Gö£ Research (Invention, hacking, salvaging)
Gö£ Planetary and Personal Production (PI and POS skills)
Gö£ Resource Processing (Reprocess)
Gö£ Resource Harvesting (Mining)
Gö£ Trade Management (Trade skills)
I try to clear the dust a little:
Ship Commands: Everything related to ships (read: skills that affect ship properties when trained), basic command and module enabling skills go into here (odd one out for example: bubbles as they require anchoring which will be in Science in this new order)
Pilot Enhancements: Everything related to having a better performing character and cross-character relations. Implants, boosters, corporations skills, social standing. (read everything that affects the CHARACTER and/or the player GÇô and the player relations)
Science: Here goes everything related to acquiring stuff. (read: building stuff, erecting stuff (POS, Station), mining stuff, looting stuff, trading stuff etc).