I thought it was unfortunate when D&D switched to a system where the base stats increase over time. It added another parameter to a complicated system that already seemed to have grown more organically than logically. Also, I never thought that system, created for tabletop gaming, ever translated well to computer games.
There are nine different Skill categories in my game, each of which hosts a variety of specific Traits. Some Skills give access to over a dozen Traits, while others only host a handful. Then again, some Traits are significantly more useful than others. In introducing dialogue skills, WotC tried to balance dialogue with combat with rogue-ish abilities with spellcasting and I think failed. Pretending dialogue is as important as combat in a computer game didn't work out, IMO. Trying to micromanage dialogue through stats was a mistake, IMO. If I tried to have an equal number of Traits for every Skill, I would end up making similar arbitrary and un-fun compromises. Instead, I will state up front that the typical effort to make everything numerically equal is not being made, and that the point cost for a Trait is directly related to both how powerful it is, and how frequently (depending on play style, of course) it will be of use.