Sure, if I only add a skill or two, then the ability bonuses will stay. But if there's, say, five+ skills, I don't want people to be able to obtain half of them with gear alone and only be able to put in 3-6 points to get really powerful abilities.
For Telekinesis, I'm thinking of moving Wind Walker down to level 4, and then adding two more abilities for 5, though I'm having a hard time coming up with awesome abilities. Or rather I can (mass teleport for example, or a sort of Rubberband Teleport where you can teleport next to any ally or enemy for a low AP cost, low cooldown), but implementing them is another story.
I like all those ideas a lot, but also difficult to implement. I really don't understand where they define what the stuff in the skilldata actually means, otherwise I'd have more freedom. I think for the lockpicking one I'll just have to make a trap disable kit that requires lockpicking 3 and isn't consumed on use. Might do the same for an indestructible lockpick that requires lockpicking 4 or something. I really want to do stuff with traps for lockpicking, but another thing that will require some custom scripting. Maybe some kind of low AP ability that lets you set a status effect of any element type on an item, so you could explode barrels exactly as you want (like an electricity trap on a water barrel, though not sure if items can accept status effects.)