as SB mentioned (and I think I did... or I never pressed the submit button) - the priority in skills is fixing the current 35x7 skills - replace the unused/meh skills with new skill functions provided by the new code (I hope). There are a lot of these already... skills like assassin's landmine should be oskills not class skills .. same applies to skills like laughing ghost, thorn field, almost all bloodzon tree, some spearzon skills, a few assa skills, bear claw, etc. etc. you get my point. Class skills are far from perfection.
It all depends on who does whist think will do all this content. Let me clarify,
Now this concept unlocks a brand new complete build, as you can allocate points as you want, mixing points with your innate trees, and creating all kind of new playstyles.
This sentence is just overly optimistic. I wonder if you know how hard I struggled making a whole set of 35 new class skills in XVc. It's not about quantity, it's about quality. It's OK to add filler content when it comes to say, items, to keep a consistency with all existing itemtypes and tiers. But filler skills, no thanks.
It's the part that intrigues me the most. We'll need a bunch of brainstorming to re-balance and overhaul all classes skilltrees (priority). New content (ubers) will also use all sets of new skills (as most ubers do) (priority). Then you need a decent amount (20+?) of skills to make this concept real in the game. I really think this idea has NO implications of the ridiculous amount of work it takes and the creativity fuel it takes. You don't just think about a skill and create it automagically. You need to consider the mechanisms, scalability, usability, hard point synergies, icon, name, description, graphics, fps-consumption, originality (hardest part due to lack of mechanisms), fun of use, ease of use, synergistic relation to skills in the same tree and class, etc. But whatev lets just make 13263 new skills xDDDDDDDDDDDDDDddd