No. They'd have to rebalance the entire game. Templates are supposed to be about choices, not cramming every skill onto one char.
I agree, except that two of the new skills are really dependent on several other skills. Mysticism relies on Eval & Imbuing, while itself being basically a support skill, and throwing has a whole system of co-dependencies on various skills. My guess is that the devs originally intended for gargoyles to be able to get around all these dependencies through heavy use of skill jewelry, but that when they were (forced into) making it so necklaces and earrings can't have skills on them, those two skills got orphaned.
My suggestion would be instead to fix mysticism & throwing to have fewer dependencies. I like that mysticism is dependent on imbuing, but make it independent of eval. That way mystics can be archers, dexers, whatever, with a summonable tank and support damage. And take swords completely out of the equation for throwing, and remove the various little penalties associated with it -- small bonuses for keeping the correct range would be much preferable.
Personally, I'd also like to see earrings & necklace go back to jewelry mod slots as well. This is the obvious way to improve gargoyles, who are still kinda struggling.
Finally, lower the property weight values on everything with a 1.4x weight (including skills) to 1.2x, and cap weights at that. This will allow another 10 points or so of skills on each piece of jewelry (currently a skills-only piece of jewelry is capped at 53 points). This would allow for an effective raise in the skill cap
at the cost of other important mods. A choice.
edit: Also, I would definitely support giving the 720 cap to all players. This works out to a penalty rather than a reward and all but forces new players who don't want to be at a disadvantage to buy a used account.