Since skills are the basis of a character, I'll start there.
I think I'm going to use the SM skill list with some modification. Basically I'm dropping the FO skill & stat system in favor of SMs.
Combat Maneuvers
Combat Pilot: must develop sub-skills (AFV, motorcycle, car, truck, vertibird, etc.), unless a vehicle is very different, the general type will be sufficient.
Communications
Common English, Regional English, Organization Language, Latin, Chinese, and maybe a few more.
Martial Arts
Using my alternate rules, so degrees are gone, Wrestling moves to Athletic-Gymnastic, Grappling replaces Wrestling. All skills under Martial Arts are treated as Striking and Sweeps (i.e., they all have the potential to kill).
Not sure if I want to move Boxing to Athletic-Endurance, it has the potential to kill, even when following the rules of the sport. But it really is a specialized form of Striking.
Outdoor-Environment
Survival (Radiation) is added, most are going to get a rank in it during creation.
Science/Analytic-Engineering
Tech level may have an impact on some of these skills
Tachyon Engineering removed
Science/Analytic-Technology
Some of these skills may be affected by tech level.
Tachyon Tech removed
Technical/Trade-Gunnery
Unlike Artillery, these systems can be fired while the vehicle is moving and are often direct fire and not indirect fire systems. These systems are mounted to vehicle or a structure. They cannot be moved by individuals without dismantling the system.
Technical/Trade-Vehicle
Atmospheric Pilot replaced by Fixed Wing Pilot, Helicopter Pilot, and Vertibird Pilot.
Ground Vehicle Pilot replaced by Motorcycle Pilot, Car Pilot, Truck Pilot, and Construction Pilot.
Urban
Scrounging gives a bonus to searching ruins and abandoned (or not so abandoned) areas for useful items. It can also be used to see if a character happens to have an item they need. Weight/size can be used as a modifier, I mean, what are the chances someone is just carrying around a replacement engine for a car? The parts to make weapons from schematics, sure. If it's a near miss, they may remember where something that'll work is at. This is done to reduce the need to track every piece of junk the character picks up.
Weapon Categories
A big modification is in weapon categories. SM standard are 1 handed melee, 2 handed melee, missile/thrown, 1 handed firearm, 2 handed firearm, 1 handed energy, 2 handed energy, and support.
I plan on realigning them as follows
1 handed melee
2 handed melee
thrown
missile
Pistols (1 handed projectile + 1 handed energy)
Rifles (2 handed projectiles + 2 handed energy)
Support (can be an individual weapon)
Artillery (requires multiple troops to carry, or a vehicle to transport. Weapon may not be fired while vehicle is moving)
Default Skill Classifications
These are the default classifications for skills. Culture, profession, or talent/flaw may change the classification
Default Restricted Skills
Power Armor
Alien Environment (0-G)
Spatial Location Awareness
Tumbling Evasion
Space Engineering
Undersea Engineering
Astrogation
Orbital Mechanics
Cryogenic Operation
Space Technology
Tachyon Technology
FTL Pilot
Space Pilot
Any skill, specialization, or sub-skill that would be hard to learn or acquire.
Default Everyman Skills
Rapid Fire
Suppressive Fire
Default Occupational Skills
NONE