All of the Divinity games had random loot, which is generally fine as it can add replay value. Divinity 2 introduced the concept of being able to choose certain quest rewards, which is a good idea. I suggest to expand this concept onto a skill that allows you to choose between different possible contents of barrels, chests and the like.
Random loot can often be useless for a specific character, e.g. when an archer finds lots of close-combat weapons or when a physically weak character gets many things with strength requirements. You can circumvent this by saving the game before you open containers (and reloading if you don't like what you find). Many players actually do this.
I'd like to have a skill that can magically adapt the random items in containers to the character's liking by offering more than one selection. The skill could be called the "Grasp of Fate" or "Adventurer's Luck" and leveling it could both provide more precise information on the objects and increase the number of options to choose from.
For example, at level 1 you would only get two options to choose from, and the game would only give you very general information about them, like how much gold, how many potions and how many other objects there are. At level 3, you could pick one of three selections, and the game would display the rarity and type of items, but not the effects they have. At level 5, you'd get four options to choose from and you could see which items exactly there are.
Technically, this would be a bit different from the choice of quest rewards, as you couldn't select single items, but the game would determine two to four full sets of random loot, and you could pick one such set.
Of course, the save-and-reload method would still be possible (and yield similar results if you don't want to spend skill points), but using the skill would be more convenient. And in comparison to someone who never saves and relaods before opening containers, it would allow you to get some random loot that better suits your character and playing style (or is just a bit more valuable, if none of the options contains anything that is actually useful to you). That's why I think it should cost skill points.