I'm guessing flat skill increases might not scale very well either, as in they might be too good if the skill is low or too weak if the skill is already high.
Right. But again, if you'll read my question, I'm not asking about the upper extremes. The Veteran feats shown so far are all "be better at what you're already good at." That's fine. But there's a conspicuous absence of "round out helpful things you aren't so good at." And rounding out other skills encourages diversification (discourages one-size-fits-all cookie cutter builds) just as much as skill point crunches. It lets you pick up a few dozen points in Intimidation or Mercantile that you might otherwise skip. It lets you add some Chemistry into the mix so you can make some napalm.
Dropping the % requirement for crafting? Sure, that will let someone who isn't at their crafting minimum make something that otherwise couldn't. But a base boost would (conceivably) allow them to also pick up other feats that they might want but not have the skill points to get. It would allow someone who has a stat profile that reinforces a skill to boost it a little if they're shy of a new critical threshold in the expansion. Basically, it would allow you to choose to flesh out weak spots in your character at the expense of not getting those top end gains. And that's just as viable a path to improving your character, especially since if you're really good at something, you get heavily diminished gains from skill% improvements. If you're concerned with a flat increase being too good at extremely low skill levels, then rewrite my pseudocode suggestion as "Increases X skill by Y. Requires X skill > 15
AND < Z - Y" for Z being whatever cap you'd want for the catch-up skills.
I mean, I'm going to buy the expansion any way it goes.
This game's great.