I'm currently working on a three-point skill system, that breaks down Combat, Mechanical, and Social skills.
The game idea to test the system is a space-opera-ish game. I might take a semiserious, but short plot, or have everyone be workers at the Intergalactic House of Pancakes.
Combat skills relate to how good someone is at using, doing damage with, and dodging the two types of weapons: ranged and melee.
Mechanical skills relate to how good someone is at operating and fixing components of the ship and machinery.
Social skills relate to how good someone is at not accidentally insulting diplomats and convincing people to do things.
Furthermore, everyone is allowed to purchase goods before setting out- every character gets 10 or so credits for a loadout, and basic uniform + basic survival items are free.
So, if I wanted a sharpshooter mechanic, I might purchase a toolbox and a laser pistol, and put points in Combat and Mechanical. As a result, I won't have a lot of spare for melee nor ability to talk to people. I wouldn't really need a knife or anything, as I can't easily use it.
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Each area has six stats.
Combat has Aim, Reaction, and Control + Finesse, Dexterity, and Training.
Mechanical has Software, Hacking, Hardware, Sabotage, Machinery, and Construction.
Social has Lie Detection, Liar, Persuader, Willpower, Negotiator, and Strategist.
Aim, Reaction, and Control are skills for ranged weapons. Aim is accuracy, Reaction is dodging, and Control aids damage.
Finesse, Dexterity, and Training are the same for melee- Finesse is accuracy, Dexterity to dodge, and Training aids damage.
Software and Hacking are fixing or breaking software items.
Hardware and Sabotage are fixing or breaking hardware items.
Machinery is used in fixing or using non-computerized devices.
Construction is used in general station repairs.
Lie Detection and Liar represent ability to lie and detect a liar.
Persuader and Willpower represent ability to persuade and intimidate and ability to resist persuasion.
Negotiator and Strategist represent ability to negotiate and logically debate and how good you are at out-negotiating others.
Let's say I want to go ahead and build that sharpshooter mechanic- let's say a sharpshooter that's geared for away-missions.
I'll put most of my points in firearms skills and Hacking/Sabotage, as well as a little in Persuader and Liar.
I'll purchase a laser pistol and personal shield, for most of my points, and a PDA with the remainder.
Now, I'll be good with being sent to sabotage or attack enemy ships, so long as they don't actually come at me with a knife.