Really like that tinkering skill idea.
In the end I think that dropping the skill and removing item durability/decay is probably the best (and simplest) solution. It's never been an engaging mechanic or added anything beyond annoying 'busywork' in any in any game that's used it.
I mostly agree. However, oversimplification, or removing everythings that are not "usefull", can lead to chess or go being the quintessential of strategy games, which they are.
However, I agree, a feature should have a meaning, and at least provide some satisfaction at some point to the player. I wouldn't mind it being frustrating, if it ends up being satisfying in the end.
Maybe it could have been usefull for some added side effects, like earning money because you could mend some broken gear of some NPC at the forge or whatever, or it could be usefull in the wilderness, far from any support, and make the adventure/survival feeling more present. Or maybe provide some basic crafting options, like a basic creation skill to get some more components from broken parts. But well, not DOS focus so far.