Really there are many skills, for example, MAC we have new 'vital points lore' and others, how can we combine it with another? I think it is not possible. the posibilities are infinite, but this is as in the real life.
In real life, a profession usually takes 40 DPs in skills, for example, a doctor, once developed the medical and lore skills, it can use the other DPs in its hobby skills, all of us develop our professional skills, and then our hobbies.
There are skills that are combination of others, for example, 'evaluate armor' is combine 'trade lore', 'metal lore', and 'blacksmithing' (to evaluate designs), but surely an 'armor worker' likes more to develop this some-in-one skill.
You don't need all the skills, if characters wants to do something, you only need to see the characters skills and how it can does it.
RM is a system where a character is really a 'character' from since about level 5, looking that we have lvl 50 spells...so evaluate your characer skills at that level, lvls 1-4 are still learning. And then the XPs for lvl up are increased, your basic learning is finished.
The problem is that we want to have our fighter at lvl 5 with >100 OB, and all us are happy, but that has a price, characters much specialized have few skills, but with high bonus. If you see books like 'monsters & creatures' you see that really the bonuses are lower, for example, powerfull creatures have bonuses like 120 or 130 (RM is a 100 based system).
So, where is the problem of having many skills in +50 bonus?, using the result rolls >76 are perfectly usable.
Surely the problem are not DPs, is the level, you need lvl 10 to have a character 'good' in its profession skills, and medium in 'others skills'. But RM is a system that is hard to increase levels for low-level characters, you need 10000 XPs to increase to lvl 2, and that is hard for a lvl 1 character that has few and low bonus skills.
Note: for STANDARD skills we use CATEGORY bonus as minimum, so we don't apply the -15 if you have not skill rank developed. This allows to have many skills with some acceptable bonus (more versatile).
Maybe you want to change the XP system, for example in D&D increase level for low-level characters is easier, it uses a geometric system, while RM uses a linear system.
A primary aproximation could be multiply ALL the XP (maneuvers, criticals, etc.) by a number (like 10-20) and then divide it by character lvl. This makes a lvl system more like D&D, so you will have rapidly a medium-lvl character, but you will suffer to achieve higher (like epic) lvls. For 'fatal blows' XPs you can use always the lvl 1 line, if not you are reducing multiple times likes you increase the lvl (using other line that gives you less XPs and the dividing by character lvl).
Looking some MERP adventures, we see characters that says:
- Before xxx war: lvl 12.
- After xxx war: lvl 25.
So it increase many lvls in a war (I think is exagerated in any case), but this give us the idea that they are not using their own XP system, and that surviving in a bloody war gives you many (and many) XPs. If you use the core XP system, you surely increase your lvl by 2 or 3 as maximum.
But, there are not characters higher than level 30, so it give us the idea that increase lvls at that point is very hard.
Take in mind that if you increase the DPs, a lvl 30 character could have all-of-anything (150 DPs x 30 lvl = 4500 DPs
), and that is not possible really.