Was just a matter of tuning.
Sorry for ranting, it just seems that every time this is brought up by anyone it boils down to TFP and others saying "cactus, spam craft, blah blah".
This. Really it boils down to correct tuning so that the average player can play organically and get the skills he needs for the most part with little to no need for "extra grinding".
Also I made note in another post of mine, that you can even address the issue of someone wanting to switch from being a master of one skill (Let's say knives) and now wants to play with guns but doesn't wanna go through the hassle of starting from level 0. This address's the following point from MM
Skyrim was OK at it, but once you reach 100 at your favorite hoop jumping you were not gaining any more skill doing what you LOVE to do, say chopping heads off with one handed swords. To level up, I have to turn to stuff my character isn't interested in, like conjuration to level any more.
The one issue with quoting other games is that it implies that system must be copied verbatim (It doesn't have to be).
-> Keep the total exp that A16 still had, letting you spend points into skills you hadn't leveld yet without having to "Learn by grinding" as you put it. Continue to award player exp even when using skills which are now at level 100.
-> Increase # of levels in a skill obtainable from SP's. In A16, you only got 1 level in a skill per SP. This did feel underwhelming to me. Increase it to 3,5... something noticeably more... and now the player will feel more opportunities to more easily level up skills they haven't focused on. This would turn into a hybrid game where "LBD where you wanna LBD" (your favorite go-to skills), and "Use SP's where you don't wanna LBD". Again A16 already did this... But I admit it was not perfect and could be improved.
OR
Another idea ---- Make it so the lower your skill in something is, the cheaper it is to increase the level via SP's. This would mean maybe you can quite readily get something to 50/100 via spending SP's, but you may be better served to LBD the rest of the levels if you don't wanna waste too many SP on it.
Level 1-10: 2 skillpoint
Level 11-20: 3 skillpoint
Level 21-30: 4 skillpoint
...
ETC... you get the picture. Better still, have it so rather than raw level 11-20, 21-30 whatever, it would only cost the 2,3,4 SP, whatever, via the first X levels you BUY rather than the first X levels you GET (that way if you LBD the first 50, and SP the rest, it wouldn't be too bad to buy). this would make people have to choose - do I want instant gratification, or would I rather wait and get more for my money? or actually, better still even than that - have that completely separate from how much xp is needed to level the sklll using lbd - then no worries whether you spend pts now or later in terms of grind time.
Basically my vision of an ideal implementation would have the average player playing a specialized role, organically leveling up skills he uses a lot via LBD, and then later spending SP's on other things he opted not to do much of and thus didn't LBD. Which btw, is this not basically what TFP is going for in the first place (specialization that is)?
Finally there is one big flaw (IMO) in A16's implementation of LBD I have not addressed and I will now do so.
What about the case where you spend SP on something, later to use it a lot and feel like you "wasted SP" when you could have just done LBD?
EXAMPLE:
You spent 30 SP on a skill to get it to level 50. Whatever, the # isn't important
Now you level up to 100 on the skill, and continue to use it such that now with how much you used it you would be level 100 EVEN without having spent SP. You have buyer's regret now, wish you hadn't wasted the points.
One interesting thing might be to literally "Reward" the player extra SP to compensate for this. You now got your 30 SP back, and now you can re-allocate them elsewhere.
This would INCREASE FREEDOM EVEN MORE. This would encourage experimentation, rather than people over-thinking and over-analyzing the "min-max" setup which you yourself have spoken out against. Not to toot my own horn, but I think this is a good idea, and definitely lets people just play the game rather than worry oh am I gonna run out of SP to spend and screw myself?? This can definitely happen in A16 and "losing skill points forever" is NOT a good idea for a game where skill points are already in limited quantity.