Yeah, there'd be some reworking if I were GodKingEmperor, but thank goodness there are bunches of smart people around to whack me with magazines when I start spinning off into ideas that are too weird. I mean, I have an outline for a rework of the magic system in my head, which starts with "Magic is too cheap" and goes from there.
And while that works for some styles of game, it doesn't click for ALL of them, and I have to remember that the greater sandbox is for everyone, so, I need to not break other peoples' toys. Because that's just rude, yo.
As for skill diffusion, it's both working and not working. People have spent time to find "The best" skills, discarded the "weak" ones, and the idea of fluff skills is sitting out on the sidewalk, weeping. "Why would I spend 4 skill points giving my street samurai origami?" But but but!
In the Olde Days, having, for instance, "Firearms", a single skill that covered all bangbang was an issue. Unfortunately, the split that came from it gave us "Automatics", which people quickly jumped on as it gave them pistols (well, machine pistols), SMGs, and assault rifles, thus was the 'best' skill. You can find similar with magical skills.
So, I'm in an odd place where I'd love to combine and remove several skills, while adding a few more, and establishing a sort of baseline that we can work from in the future.
And then we get to skill ratings and dice pools. That ... is a long, painful talk. And, again, we need to allow for a wide array of playstyles, ranging from streetscum to worldbeaters.
And THEN you get to karmagen vs build points vs lettercodes and ... man. It's a LONG conversation.