- Use lists of skills with various levels, not a hex maze. Functional UX beats nostalgic disarranged hexagons.
- Don't make us invest into crap points we don't want or need.
- Every skill point should provide a tangible benefit. You will never actually feel "1% this" or "1.5% that" in game. PGI doesn't even quirk anything so low themselves.
- In association with the above, reduce the number of clicks. Instead of 10 levels of a skill that each give 1.5% benefit, give 3 levels that each add 5%. Charge more points at higher levels, like 2 points for level 1, 3 points for level 2, 5 points for level 3 (or whatever). Keep the levels of a skill no higher than 5.
- Make it a clean 100 points since people work better with nice numbers. 91 points is very arbitrary unless you plan to add some consumable / premium that allows players to boost their points by 10% to 100 (which would be lame).
- 0 cost to un-spec or re-spec once a node is unlocked. I don't care if you make skill points more expensive to attain. Paying any XP or C-Bills to re-spec ruins the experimentation pillar of the game.
Mass Effect is the example to use, not the maze that exists now.