Yeah, I agree there. As a Marine (been out for a bit over two years), here's a good example of what you 'need' to succeed (or not get reamed).
Your base-line enlisted 'mook' should have a dice pool of around 6-10 for Automatics, Gymnastics, Perception, Running and Etiquette. Those are your baseline necessities to do the job as a basic rifleman (and I mean basic, not 0311 Rifleman), and the variation in dice pool goes from your barely passable folks to the ones who are good, but not quite up to elite standards. There might be some higher or lower by sheer talent or suckery, but the latter tends to not be enjoyable.
They should have base familiarity (1-2 Levels in the Skill) with First Aid, Computers (everyone should have a point or two in that in Shadowrun), Leadership, Instruction, Con (some Con helps get access to the Skate-r-ade), Swim, Survival, Tracking, Sneaking, Free-Fall, Throwing Weapons, Unarmed Combat, Heavy Weapons, Clubs, Blades and Navigation (that last isn't required for Lieutenants). Everybody is shown basic first aid, trained in basic hand-to-hand with and without weapons, given the opportunity to fire an M240 and M203, etc. Again, it could easily be higher for those people who are talented or interested, or someone got away with never being able to throw a grenade more than ten feet (you never want to be that guy, as funny as the videos where luckily no-one got hurt are).
This doesn't get into whatever your actual job is. Some folks are using Chemistry for CBRN or water purification, Electronic Warfare for your antennae huggers, Demolitions for EOD, Industrial Mechanic for engineers, other Mechanics for personnel who maintain vehicles, Pilot for drivers (if you're operating an aircraft, you're not a mook), Pistols if you're lucky to get sent for qualifying with them. There's also people whose jobs focus on skills already mentioned; a guy who's been in the turret on an MRAP or HMMWV for ten months probably has decent Heavy Weapons/Gunnery skill.
I mean, let's count this up for your baseline average-achiever. Average Attributes, so all of them are at 3, has a dice pool of 4 for his familiar things (to buy 1 hit) and 8 for his day-to-day duties. 4 Points into Automatics (3 Automatics, 1 Specialization in Assault Rifles as they've only ever let him regularly shoot an M-16), 5 in Gymnastics, 5 in Running, 4 in Perception (3 Perception, 1 Specialization in Searching), 4 in Etiquette (3 Etiquette, 1 Specialization in Military Culture). 22 here.
Now, we've got 1 point in First Aid, Computers, Leadership, Instruction, Con, Swim, Survival, Tracking, Sneaking, Free-Fall, Throwing Weapons, Unarmed Combat, Heavy Weapons, Clubs, Blades and Navigation. 16 more for a total of 38, to keep count.
Now there's this guy's job. What does our average-achiever do? Let's say he's Comms. Now we give them 4 points in Electronic Warfare (3 Electronic Warfare, 1 Specialization in Communications) and 4 Points in Hardware (3 Hardware, 1 Specialization in Radios). That adds 8 more to a grand total of 46 skill points. The only Group that would be completely applicable is Athletics, so if you put 5 points there you could say 35/5. Puts what you need to make a 'basic' person at a level really close to Priority B in Skills. And this is no Special Forces guy. This isn't even dedicated infantry/machine gunners/mortarmen/assaultmen, who train for their shit a hell of a lot more. This doesn't even factor in for hobbies/interests/activities that are represented by active skills instead of knowledge skills.