I was looking into the skill list of Bulldogs, one of my favorite sci-fi Fate creations. Things I like about the changes they made:
- no Lore, not setting appropriate.
- no Notice: players will use any skill related to what's being noticed. A good burglar is better at detecting plain clothes cops and break in weaknesses, for instance.
- Academics is broken down into setting appropriate skills (they used science, and systems).
- replaced Resources by Haggle, with a simpler mechanic. You may want to ditch this entirely since buying and selling doesn't mesh that well with T2.
- no Investigate: it's an action RPG, Science can be used for general deductive reasoning, otherwise another specific applicable skill (i.e. Systems to investigate a hack, Larceny to investigate how the safe was broken into, etc.)
Notes:
- if you fragment skills, you make it harder for someone to progress along that field (needs more advancements to raise it all), which may be what you want.
- The opposite for coalescing skills.
- A skill list smaller than 18 will make your characters stronger, bigger than 20, weaker (they start with 10 trained skills out of 19 existing on the default list).
- keep in mind characters have only 6 starting skills at +2 or above.
Anytime! And let us know how it went. !scifi@ttrpg.network would be interested in this too.