This is a beta discussion, and should information change then obviously a smart person is aware that opinions and statements will change accordingly. So for now, we can be safe in the knowledge there are no more spells.
Comparing skills to treasure would indicate that the weapon you have will affect the actions you can take within combat, this is seriously unlikely. If you have fireball, you can do something different than if you have fire elemental. However if you have a sword with +1 single handed, it will not function differently to a sword with 8% crit and 15% stun. Sure, you may act differently, but you cannot perform a different action by lieu of the stunsword.
By placing an emphasis on skills as treasure you are indicating you would prefer the randomness, but that only leads to games where you never find the spells you need for your character to play as your character - imagine finding 8 geomancer skillbooks when you intended on using a pyro/aero caster with a ranger? By allowing too much RNG to creep into gameplay you actually reduce the likelihood to enjoy the game.
To take it further, how much randomness do you want in your gameplay Erra? Are you going to random your starting characters? How you spend your points? Which option you take in game? Or are you going to do what you want and spend things exactly how you wish to? Because I'm not clear on just how you feel random skillbooks are enjoyable over, say, ending up with your starting characters putting 2 into pickpocket and 1 into 3 different weapon focuses with a 10 perception?
But obviously the above point is only relative once you understand skills are not treasure, which they're not.
So from the research my friend and I have done you believe that all spells have been found when there aren't even recorded instances of a single level 5 spell for some schools? Being that we saw 25% of the content in the world and it's been factually stated spells at the highest level could be quest only... it is a logical conclusion that all spells have NOT in fact been found.
So you already have displayed in your arguments that you lack complete information and make logical conclusions based on false information to suit your purposes. This lack of conclusive, exhaustive self auditing is why my language seems so harsh.
Your other points are equally spurious and contain the same amount of linear thinking as your fictitious assertion above. No need to independently disprove them...I'd suggest you think in a nonlinear way about a line of code that could solve your geomancer for an aeromancer problem...maybe weighted loot tables dependent on skill choice. Probability is just a number.
As for the amount of randomness I want? Enough to make the experience feel emergent but not random? So like in the current systems while there are many developments which are random in WHEN you come across them they're still likely to occur within the game given a thorough exploration of the features. Even then it's plausible certain items you may never encounter with a paucity of fixed loot. These sort of what we would call 'tertiary' details are the types of things that should be random.
Class skills being random is as I said an affectation of emergent narrative. The concept here is that while all the skills are indeed available the unplannable nature of that development keeps the player on his toes. It means that even if you are a metagamer you are still presented with challenges and barriers to your playstyle. Things to overcome.
What's endlessly challenging as a game designer is finding ways to challenge all of your players. Ways that you can thwart their attempts to exploit your resource deprivation (You know the classic reloading shops to get what you want through any means necessary). And then part of the experiment is to see how far they're willing to go and how much they'll react to losing control over the situation.
Skills are treasure in this game. They're objects within the world outside of the initial ones you receive as a remnant of your characters beginning training. You have only -decided- on that conclusion based on a preconceived notion as to how games operate...unfortunately this game has chosen to operate in a fashion that will be providing you with new challenges.