Excidium II
Self-Ejected
I think it's just gameplay reasons since weapon skills don't need a hundred specific scenarios written to be meaningful + party-based game needing a decent amount of skills for variety in character building.The skills are probably a draft but I'd want to ask about the need for six different combat skills all relating to projectile based combat.
Why? Would three or two not be enough? Does this break the vermisilitude(?) vermicelli vermilion city of the games perceived audience?
As you, Vault Dweller said the science skill for example covers a vast variety of things from potato growing to computer usage and I, assume, the theory behind the two.
So why would it be so hard to think that the average human in your setting could not fire an energy weapon and a kinetic weapon that are roughly similar. For example two pistols from the aforementioned categories.
Are these choices Gameplay or setting based?
Also in how many different ways will you handle gameplay outside of combat? CYOA, ship(world)map, location map?
At least they're inflating the combat skills which you probably just want one or two anyway. In Wasteland 2 for example you have a lot of skills that are just redundant in concept.