One note about armor: we're breaking the traditional trope of "heavy armor is only for tanks, light armor for rogues, and robes are for mages". This is a holdover from traditional tabletop gaming (and AD&D, specifically) and was done for both thematic and balance reasons. We're going with a different approach: different types of armor have different strengths and weaknesses. If you want to wear plate mail as a Fae Assassin, expect to make more noise. (but, on the other hand, you will have much more armor if they do get popped, so it might be worth it.)
First: we make a distinction between "skills" and "powers." Skills are passive; they affect how well you do things (or react to things) in game. Powers are active; you kick them off to make something happen.
Currently, powers are being granted by the archetype, promotion class, and disciplines. Skills are impacting the way those powers function in various ways (mainly through damage right now, since that is our focus for the first combat deliverable). In the future, advancing a skill will impact specific powers in other ways, or affect the impact that other player's powers will have on you, when you are the target.
While using a system similar to this we are making a few changes with the Crowfall skill system. One of the first aspects we want to try a differently is to approach how fast the player gains skills. To this end, Crowfall skills have a value from 1-250 with a specific maximum for a character based on a combination of the players archetype, promotion class, disciplines and advantages. I think the example we have given in our advancement FAQ was the Legionnaire maxing his potential polearm skill at 175.
We think that by using a large number scale the player can feel skill gains even on the longest skills. It is nice to always log in to a 1 or 2 point gain in a skill!