Er, so whether he has the skill matters, but not how good he is at it?
As JasSwb said, the highest moodable skill is all that is counted. Some people advocate having every migrant peasant and other non-moodable-skill-possessors make a single weapon from cheap metal, just so they're dabbling weaponsmiths so if they get a mood they'll make a useful and valuable weapon instead of a useless and cheap stone, wood, or bonecraft.
Also, I have a large animal pit, blocked by forbidden doors, where horses and such have been breeding for a while. How can I hunt them without letting them escape?
Make an airlock. Build a second set of forbidden doors, put your desired hunter, a butcher, a tanner, a butcher's shop, a tanner's shop, a pair of beds, tables, and chairs, a food stockpile with plentiful space and barrels, and a refuse stockpile between them, then forbid the outer doors and permit the inner doors. The hunter will then see that there are animals he can path to and will hunt them, hauling them back to the butchery, where the butcher will butcher them, then haul the meat and fat to the food stockpile, the bones, skull, and chunks to the refuse stockpile, and the tanner will make leather from the skin.
Strictly speaking, you don't actually "need" anything other than the hunter, but it's impossible to retrieve the resources other than bones if you don't have the other stuff to process the corpses before it rots away. If you're just harvesting wild animals for resources instead of trying to skill up a hunter, it's more efficient just to drop the animals a long distance so they're dead and accessible for your butcher et al.