Interesting post, Janju.

The Divinity series have never used skill trees, they've been about picking the skills you want, without needing to get a point into Ice Bolt if you only really want Ice Ball. Prerequesites are an especially bad fit for a game where (currently) your only way to get new skills is to get lucky finding a merchant who sells them.

Other than that, I agree that the skill system needs some work.

Right now, skills don't have a level requirement, only a requirement of a certain level of ability points in certain class skills (Way of the Warrior, Way of the Survivor, [Battle/Defensive/Summoning/Fire/Water/Earth/Air] Magic.

It might be a good idea to limit the amount of ability points you can manually put into an ability equal to your character level, NOT counting bonuses from Talents, Traits, and Gear.

So a level 5 character can only spend 5 ability points into Fire Magic, BUT If they took the Pyromaniac Talent, and have the "Righteous" trait (is this the one I'm thinking of?), and a +1 Fire Magic Ring, then they are casting Fire Magic at Level 8 - three levels above their normal maximum. It makes those extra bonuses really count for something.

Plus, by limiting the normal amount of attribute points as equal to your character level, it makes it easy to balance the power level of skills, by making them require higher amounts of points into X ability, which typically requires them to be at X level.

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On that note, the "Skilled" Talent which gives you two ability points to spend on anything should probably be deleted, given that most of the other talents give you only +1 to a SPECIFIC skill, making that one as valuable as two normal Talents.