The rules are vague and require a great deal of explanation, they do not make sense in an easily understandable way (why only change x skills out of your maximum? why only once?).
Those rules would fit maybe in more of a short rogue-like which you can repeatedly play to completion very quickly than in a 50-hour long RPG like D:OS. Of note is the fact that D:OS has only a finite amount of XP, you can't grind forever to gain more levels to get points to reallocate your skills - not that it matters if you've reached max in an ability level, because if you've reached ability max and reallocated your skills, that's it, you can't do anything else.
It discourages trying different skills together and see if they work for the build. It discourages experimentation. It discourages playing around. This system, in essence, goes against the spirit of the game.
Yes, it is different, but "different" is not an automatic point in its favour. Different can be a bad thing. It is not at all the same as the other ideas, because you have a bizarre, arbitrary "you can change these skills one time only, the end" rule.
EDIT: The problem from before was that specialists were encouraged too much. The problem now is the opposite - specialists get very little benefit at all from specializing.
Your idea doesn't really address the core issue of "how to make a system work for both generalists and specialists without unbalancing both". It goes off on a side track to solve a problem that does not exist, and it creates a system which is bad for everyone, but notably less bad for specialists.
Last edited by Stabbey; 21/05/14 03:56 AM. Reason: rewording addendum