But what I'm saying is, the player who is behind the keyboard should be the one whose skills determine how well he does ingame, rather than coding in "skills" for players.
For instance, if I play rust, I know that if you get cut you should disinfect the laceration with strong alcohol, so I would ingame pour some vodka on the cut and bandage it. Tom doesn't really care, or know about bacteria, or doesn't have the items to do so, so he just bandages the cut.
He gets an infection and dies, I don't.
There, real player skill and experience plays into how well they survive, rather than arbitrary "skill points."
Well, I am starting to dislike the idea of a profession / skill system now, I haven't really played Rust yet, but you have a really good point :)