Regarding skills, I would say that skills are just another stat that may or may not be useful for the user, and really depend on the kind of game you’re trying to build and the user experience you want to create.
That being said, and while I do stand behind my previous answer and don’t want to tell anyone what to do with their games, I would caution against having large numbers of statistics. Of course, if you are trying for a highly realistic simulation-style RPG, then it’s going to be difficult to get around large number of stats. But, honestly, for the vast majority of use cases, much simpler systems will tend to work better in the long run.
The fewer mechanics you can get away with, the easier development is going to be and the more likely you are to finish the game. If you have a huge number of stats, then it can be confusing to the player and create a large learning curve to play and enjoy the game. This affects how popular the game is, and if a game has less support, then it’s less likely to end up getting finished. The more complicated your mechanics, the harder it is going to be to get other developers to be interested in helping you with your work, making it less likely that, you guessed it, the game will be finished.
Also, the more complicated the game mechanics, the harder it’s going to be to expand the content of the game in the future. The professional wrestling simulation I mentioned was, truly, a magical feat of modern software engineering, and I was thoroughly impressed by it. But, when I tried to create the GLOW characters in the game, the complexity of the system was so high that what should have been a simple user workflow turned into a massive undertaking, requiring changes in dozens of database tables at a minimum, and interaction with a database tool that was significantly less magical than the simulator itself.
I definitely don’t want to discourage people from making highly realistic gaining games. I would love to see something like that made. But if you are on the fence and just want to make a game that’s fun/sexy, works, and is easy for players to get into, I’d say reduce the complexity as much as you possibly can to still get the same user experience you imagine it should have.
And, yes, I was obsessed with the first season of GLOW.