I see there is some sort of dose of confusion around

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I wasn't talking about ammo, I was talking about his idea in the second section, about the thematic clusters of perks
I mentioned ammo types also back in the day, and mods (solely I had a pistol, shotgun, rifle, etc. on mind but devs went further and mods are available for tools also). I am rather satisfied with the presence of mods in the game, but implementation is the other part of the story that would require a long essay on the website.
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Going back to the new/old system. Some huge companies experiment with progression and unlocking systems. I would rather not openly mention for my own were some of the ideas come from, but if You don't know what is all about, it's certainly a business model in the first place. Currently, companies put some effort into giving more freedom when it comes to progression or player specialization. This should not be a secret, especially if some of the mods deal with that. Most successful games and iterations are actually mods created by private people if someone doesn`t know the history of the gaming industry.
So to make things clear so there are no misconceptions, I never asked for 5 grand perks as specializations. What I had in mind back then was assigning earned points into the ability so the players would not have to repeatedly craft items in order to progress - that was not solely my own conception, including some of the other guys in the forum behind it.
Right now I believe that splitting entire abilities might slightly improve progression also so the weapons, tool progression might be completely independent in some sense. Pretty much as Health, Stamina, Stealth, Influence Perks, Mechanical skills, You name it. But without at least 3 concepts with graphical representation, it's hard to quantify this type of progression, which is exactly the same as the current one (yes exactly), but the only difference is in more direct access to those abilities - without 5 grand-perks watching over them. Making some of the abilities faster to progress in, easily available (gating by more point requirements), so here players could experience some sense of progression also.
As a matter of fact, nowadays players jump from Fortitude to Strenght, Intelligence and choose necessary abilities to their needs. This is what I am trying to convey and make it easier in general, have a more neat and flexible system that follows the same rules. Rolling out a map would be easier. So, simply put, the only thing that would be gone is actually the 5 primary perks, and the rest of the abilities would act on their own.
So, simply put, primarily the only thing that is gone is the 5 primary grand-perks. Melee and Rifles would be a whole different branch. Some other perks would be in other branches in nicely graphically presented progression trees instead of tables like it's nowadays. That's what I think and it's solely my opinion on how the things might have looked around. I'm opened to criticism rather than stagnation. I am not sure if anyone would follow this concept without having it drawn on the board. It's merely a concept and I wrote an essay again at 5AM in Saturday...