In any case, you might want to be a bit more specific about what doesn't/does need to be gated behind a skill that bothers you so much.
The vent opening thing bothers me because it makes no sense, even for "game logic". You have vents that you don't want random people climbing into, so there's a special tool to open them, fine. Now you have to know lockpicking to use this tool..? I don't like that, but all right. But wait! These vents over here are more important vents. The same tool opens them, but you have to be more skilled with this tool now. And although this is identical to lockpicking, you don't get any xp..? I won't get started about disposable lockpicks again, just more examples of goofy game logic.
The Tailoring requirement for the Molotov Cocktail, same thing. I need to be skilled as a tailor to put an
existing rag in a bottle? It was arbitrarily added to nerf grenade crafting. I already spent points in Mechanics, Chemistry, Electronics and Throwing, can I have an incendiary grenade please? No. This isn't a sensible way to balance crafting.