Got a real intensive session on the Big List generator. Doing a letter or two at once, and getting up to F (so all MoonHunter's stuff from F upwards is there). It is fast work if divided into small manageable chunks, and leaving all unclear skills for a later decision (see the WTF post above).
Decided to skip many skills, particularly of the medical field, and a large number of skills with the bio- prefix. The list started to look unbalanced, and adding skills from ather areas of knowledge would make it more of a human-generator.
Skill clusters evaluation:Agricultural - too few, will do better in a new Crafts cluster
Artistic - not many, but can stay I think
Athletic - can stay
Combative - seems small, but weapon skills are usually system-dependant. Stays.
Knowledge - the largest group, some should go elsewhere
Mercantile - a small group that could handle some increase
Natural - small, but can possibly stay
Perceptive - very small. Add to Shadow? (possible duplicities)
Social - a manageable size. Stays.
Shadow - not large, but ok
Technical - fine, stays
New Clusters/Unused clustersCrafts definitely. Will also recieve some of the Knowledge and Technical, probubly join with Agricultural.
Mystical has very few but quite desirable skills; if not more are found, they will be spread into Knowledge and even Perception.
Deductive: deduction - is there any other skill to the Deductive cluster? And where to put it?
Political: bureaucracy, counter-espionage - any more skills? Probably into Social and Shadow.
Traveller: boating, camping, astrogation(interstellar navigation), navigation - too few - divide into Natural, Athletic and Knowledge