Major groups would be: Durability, Firepower, Mobility, and Info Warfare (which is Sensors and Stealth.)
Then, you could have Roles:
Brawler = Firepower and Durability
Skirmisher = Durability and Mobility
Scout = Mobility and Info Warfare
Fire Support = Info Warfare and Firepower
Put about 10 skills per group, all of similar power (if possible), and then you get 20 skills total per role, but can only have 1 role and, say, 12 skills active at a time. Free respect, and done.
This would require junking most of the silly skills, like reducing falling damage, or tiny incremental improvements to jumpjets, etc. Also, while Firepower should have some heat reduction skills, extra range, etc, I'd kill all the weapon specific skills and go no more specific than weapon type: missile, energy, or ballistic. That would help push players away from having to worry about specific weapons, like an SRM 2 vs, a 4, vs a 6. It would reduce boating a bit and get rid of the need to waste a pile of money and XP because - oh, no - I changed my SRM 4's to SRM 6's and now have to get the right skills for that specific missile launcher. That's just GRIND, not CHOICE or ROLES.
Deep skill trees and dozens upon dozens of skills have their place, but not in this type of game, IMHO. In a game where your skills basically ARE your character - well, that and equipment, I guess, it works. But I really feel in MWO, your mech and its build should be the majority of what "you" are the game. The skills should help add roles and flavor, but not be a dizzying array of tangled choices or something you have to grind through for months to achieve parity with whatever the meta of the week may be.
Edited by oldradagast, 04 March 2017 - 07:44 PM.