This is a suggestion directly to Funcom on a very broad topic, and I'm sure many of you will either agree or disagree. Please give feedback. I'll give an example to make perfectly clear what I mean by the subject line.
Say I'm an NT with 235 in nanoprogramming. Upon gaining the next level I'm able to pump some points into it and raise it to 240 (with stat bonuses?). Now what does that added 5 points of Nanoprogramming do for me? Absolutely squat, unless I just happen to need to assemble an implant that requires between 236-240 NP. This is also why most people save IP's until they find an item that requires the skill. I say make the skills worth training, make every point count. How? Add a range to determine success.
For example: an implant that now requires 240 NP to assemble (~QL50 shining), would instead require a range, where 240 would assure reasonable success. You're percentage of success/failure would instead go off of a table something like this:
NanoP Success%
190_____5%
200____10%
210____15%
220____20%
230____40%
240____60%
250____70%
260____75%
270____80%
280____85%
290____90%
And of course every point of NP inbetween would raise your percentage success at assembling. Of course the table above probably isn't perfect, but I'm sure a formula could be devised that would achieve balance and could be applied all around.
This would make me want to raise my NanoProgramming at every level. It would make me look forward to gaining those levels because I'd know 90% of the implants I work with would be affected by my higher skill. Don't you think a 290 nanoprogrammer should have an easier time assembling a QL 50 implant than a 240 NP?
I used Nanoprogramming only as an example. This formula should be used for every trade skill.
Now let me explain why it would be easy to implement.
The game already does a check when you try and assemble an item, your skill vs the items requirements. If you're too low, you fail. Simply make this a more complex method with a randomizer to check vs a success table rather that flat skill vs flat requirement.
These skills would need to be put on a timer per fail. Otherwise people with a 5% success rate would just keep on plugging. Give em a timer, and if they want to sit there for an hour just to assemble one implant (or whatever), let them. Doesn't need to be too harsh, maybe 30 seconds to a minute? There is already skill timers in place for objects like treatment kits so this really shouldn't be a big deal.