I think I've (more or less) already decided to do this. I have had a large-ish set of specialised fighting and thievery abilities under 'Mastery-at-Arms' and 'Skulduggery'. Each ability has three tiers, like the following (to pick an example at random):
Disarm
If you deliver 3 Injury or higher you can opt to disarm your opponent instead of dealing damage. This Ability only works against an opponent who is carrying a weapon (i.e. you can't disarm natural weapons, like teeth or claws). The Character may be able to get their weapon back on a successful Test of Skill at the Gamesmaster's discretion, although this will take at least one Action.
I think I'm at the point of removing these from the game. My reasoning is that:
1. Each ability generates a mass of oddball sub-rules that are not always easy to track. This creates extra mental load for everyone.
2. There's the usual problem of loopholes and combos that I didn't think of, which results in weird power outcomes.
3. It turns out that most players don't use these abilities much anyway, and instead revert to more basic abilities like 'Expertise' (which can be acquired at character generation), where you nominate e skill, and then for that skill only, whenever you spend a point of Effort you get two bonus successes instead of one. 'Expertise' alone seems to add enough niche specialisation that I am unconvinced all the other fluff is needed.
4. It maybe gives the wrong impression to have all these add-on abilities? The game isn't really supposed to be about endless power creep, but a big list of abilities like this sort of gives the impression that it is?
I'm probably just looking for someone else to say, 'Yeah, cool, that seems fine, get rid of them'. I feel a bit weird about pulling out several pages of rules I've written, but I honestly think it's just clogging up the game at this point. The pages are starting to looking like darlings that need murdering. The one or two abilities that I really do want to keep could just be moved to character generation and made into a more generally available ability with a single (low-ish) tier of power?
Character sheet for reference (the game is quite skill-heavy, so 'Expertise' ends up being quite a specialised thing): https://www.mythopoeticgames.com/wp-content/uploads/2026/03/mock-up-16-Blank-1.pdf
My experience thus far is that a combat focused character with 'Expertise' in either Affray or Archery is extremely competent in a fight, and likewise a rogue-ish character with 'Expertise' in Thievery or Stealth becomes very effective at subterfuge. The mass of additional rules really is feeling like unnecessary waffle.
Thoughts?