In an attempt to make a character that would be able to do slightly more than "just stealing sigils" at a time when you could only have one faction character per account per shard, these are the real skills I generally have on my faction thieves:
Tina, you raise some good points, but I think you have missed the important one. Let me answer to the things in order. First you say "In an attempt to make a character that would be able to do slightly more than 'just stealing sigils'". Good, I do agree. But that's your choice, to make a real faction thief. Other people could take a full-fledged mage or warrior, sacrifice 20 points of med/focus to stealing, equip shadow dancer legs, burglar's bandana and two +15 stealing rings, steal sigil, and then reequip their usual combat gear. Also, even if using items were not possible I am pretty sure that you can remove 80 skill points froma char and still make a fully effective combat character. This is BS, do you agree? I am not adamant that the additional GM skill should be snooping, could be remove trap as far as i am concerned. It just has not to be a skill usable for combat. So, for instance, stealth is NOT to be such a skill.
As a second point, let me anwer to your question:
100 Remove Trap
100 Detect Hidden
100 Tracking
100 Magery
100 Hiding
80-90 Stealthing
80 Stealing
50 Lockpicking
Tell me, please, just where would I fit in GM snooping and GM stealing and still have a character that would be useful IN FACTIONS?
Easy: remove tracking. If you are human you still get the 20 tracking required to track everything and the full boost of detect. There, you have the space for GM snooping. Equip the shadow dancer leggings and you got your GM stealing as well.
I'm sorry you don't think 80 stealing is sufficient. I happen to think it's fine
So, you think it is fine for people to build full warriors/mages/necros/whatever that can also steal sigils? If that is the point I am afraid that JC is right and characters who do collect sigils (I cannot name them thieves because they do the same as doom janitors) do NOT deserve kill points, at all.
If instead your aim is to give a role to faction thieves, you should agree with me that more than many more than 80 stealing is required. Sure, do not make them necessarily snooping. Remove trap is fine, or lockpicking. I am less convinced about detect or tracking because in combat they are useful against stealthers. Hid or stealth I am fully against, since they are laready useful in combat.