Roguey seems pretty insane really. Probably just blown away that a modern developer can be so stupid as to have bashing and lockpicking in the same game, did they not read Sawyer's thoughts on the matter?
I can see how it's a matter of personal taste, but I suspect that I'm with the majority on this site in holding game mechanics >>> realism. Sure, to make bashing an independent skil doesn't make biological sense, but it doesn't disrupt the game logic nor the setting, and frankly I place it in the same category as the numerous physically nonsensical augs/powers in System Shock 2 and Deus Ex. Not to mention that there's never been a crpg system outside of Darklands that is remotely plausible as a model of how people's skills/capacities improve - just like most species, our ability to lift/fight/sneak really doesn't vary much unless you're looking at it in a strictly comparative sense (i.e. if you take the scale of human variation as your model, then obviously there's significant variation - but if you take it in a species sense, then we all lift ROUGHLY the same weight, and can manipulate ROUGHLY the same kinds of object). Level/exp systems don't even try to model human learning - you don't get to put points in computer hacking because punching rats makes you better with computers, you get to do it because it's a fun mechanic that has enough internal logic that it doesn't break the setting. Use-by-learning systems try to emulate human training, but end up devolving into grindy and counter-intuitive gameplay (jumping everywhere to level up acrobatics). Yes, you can limit that if you don't use a sandbox system (and I greatly prefer 'enclosed but heavily detailed maps' like VtM:B, FO or Deus Ex to sandbox crpgs (yes I know FO has a world map, but it's really just a time/random-encounter generator in between enclosed locations).
But much more importantly, crpg character growth is biologically implausible - even if you overlook the physics of conjuring fireballs from your hands. Yes, when you train at something you get better at it - but only moderately, and only for a while. You improve significantly in the first year, but pretty soon it's a matter of training to maintain what you have, rather than to get even better. Martial arts mythology has distorted that fact alot, but having done 5 years of karate, 8 of kung fu and 16 of savate (the latter two concurrently), I'd still say that a gifted and fit 20 year old, with the right lanky-strong physique, and one year of intensive training is going to beat MOST ordinary-build (i.e. not lanky-strong-tall) 45 year olds with 20 years experience MOST of the time. Sure, spending your life training at something will make you much better at it than other people of your build/size/genetics, but it doesn't simply negate your body's loss of speed (you start losing that 'burst' speed as early as 18) and increased vulnerability to injury. Of course, that training might make all the difference when you're 55 and he's 35 and no longer able to rely on natural ability, but the point remains that NOBODY can train their way to being even twice as good as they are at something, let alone becoming 10-20 times as good as in most crpgs. Someone who is in average shape, but from a culture where regular swimming is the norm (as in Australia), might swim a 100m sprint somewhere between 1:30 and 2 minutes. An Olympic champion, combining freakish genetics with an absurd training regimen might do the same swim somewhere around 47 seconds (and would still go under a minute on sheer genetics and youth, even if he didn't train). Yes there's improvement...but crpg-style improvement? Fuck no.
Yet stripping skill growth down to realisitc levels in a crpg would be boring. Actually, most here would struggle to even call it a crpg, as any stat/skill development would be a matter of tinkering around the edges. Moreover, that kind of realism doesn't mean shit in a game. And I saw that as a proud storyfag. There are a lot of things in games where I care about realism - relationships between characters, motivations, themes, the internal consistency of the gameworld - but real-world biological consistency isn't one of them.