popps... here's the hard facts about it, in order to get an 8th skill, you have to train it up, there currently is no reall way to get +100 to a skill, the max i think you can get is +85 to necromancy, which you loose almost all your suits mods if you keep it. The thing is, the +skill isn't more powerful than HCI/DCI, ect. if you have those, you can compete with almost all templates out there. and about spell weaving, there are no + bonuses to spell weaving, you still have to train it. Other skills you need atleast 70 to make a "10 skill" template, plus you need items that you sac nearly everything for just to get them all to 100! And you mentioned SA, you do realize those items are temporary? You need to train the skill up first, you need to get the items in order to make it, both items to unravel and the reosurce items to be able to imbule in the first place. Then it's not a 100% chance either from what was explained about it, the more mods, the lower the chance. So, by using SA, you not only trade mods to be able to use another skill, which as someone else has said, lowers your effectiveness as you don't have the NEEDED mods (Yes, they are needed for most templates, there's no arguement around it, atleast 2 of the many mods are needed by one template, weither that be DI, HCI, DCI, SDI, LMC, LRC, MR, Hpr, SR, ect a template will amost always, need atleast two of those mods to be effective, or you're taking a decent hit and handicap.) And if it WAS a work around, why would they let the skill jewels boost you past the skill cap in the FIRST place? It obviously wasn't over looked since they've been used, how long? My new char will have 8 skills, he looses parry, has a very low chiv, 60 pts if i remember, all other skills around 100 except healint and anatomy, which will be 90 healing, 80 anatomy. So I'll need only 2 jewels to make it effective +10 anatomy, +15 swords. Whoopie, that means my class is going to be much stronger than yours isn't it? Truth is, it's not. There's nothing wrong with how things are. You just want bonuses for having the real skill, that's fine, but as i've said before, it can't be anything too powerful, or you'll just cause balance issues that weren't even there to begin with. I think you just want to make it so that everyone runs around 6x120 with these perks that make it so they can destroy anyone with more than 7 skills.