Gathered from my idea scattered over several threas: Basically, Skills should be possible to be added/removed by changing raws.
Why?
Ability to add new weapon skills (Say, if you mod in Quaterstaff, you might want to also add aproriate skill)
Ability to add new industries (if you add Clockmaker's workshop with apropriate reactions, you might also want to add apropriate labor and skill with "clockmaker" title.)
Ability to consilidate/remove or split skills. (i.e. split masonry and stone construction labors)
example:
[SKILL:CLOCKMAKER]
[NAME:Clockmaker:Clockmakers]
[LABOR]
[SKILL_GROUP:CRAFTER]
[SKILL_FAMILY:CIVILIAN]
[ATTRIBUTE:ANALYTICAL_ABILITY]
[ATTRIBUTE:PATIENCE]
[ATTRIBUTE:FOCUS]
[ATTRIBUTE:KINESTHETIC_SENSE]
[ATTRIBUTE:SPARTIAL_SENSE]
[SKILL:QUATERSTAFF_USER]
[NAME:Quaterstaffman:Quaterstaffmen:Quaterstaffmaster:Quaterstaffmasters]
[SKILL_FAMILY:MILITARY]
[COLOR:1:2:0]
[SKILL:LIAR]
[NAME:Liar:Liars]
[SKILL_FAMILY:SOCIAL]
[SKILL_GROUP:BROKER]
[ENABLING_TRAIT:STRAIGHTFORWARDNESS:0:40]
[ATTRIBUTE:ANALYTICAL_ABILITY] etc...
Also, while we are at it, ability to reorganize, recolor and relabel skill families:
[SKILL_GROUP:CRAFTER]
[Name:Crafter:Crafters]
[COLOR:1:2:0]
Most skills/labors would require extra tags to allow functionality that would allow creature with enabled labor to do some jobs that are not reactions:
[ACCEPT_JOB:BUILDER:WOOD][GRANTS_NO_EXPERIENCE]
[ACCEPT_JOB:GATHERER:WEB_COLLECTION]
[ACCEPT_JOB:HUNT_ANIMALS]
[ACCEPT_JOB:SMOOTH_STONE]
[ACCEPT_JOB:DIAGNOSE_PATIENT]
[ACCEPT_JOB:MELT_METAL_OBJECT]
[ACCEPT_JOB:HAUL:ALL][GRANTS_NO_EXPERIENCE]
etc...
Also, they shoud come with uniform declaration, i.e.
[UNIFORM:Miner]
[ITEM:REQUIRED:ITEM_WEAPON_PICK]
[ITEM:OPTIONAL:ITEM_HELM_CAP]
(player would have access to "Miner uniform" in military screen wich can be customized - pickaxe would not be removable option but customizable to change desired material, but player could remove cap or add leather cloak if he wished.)
This would, of course, greatly benefit from rawing all workshops and reactions.