This is one of the charms and advantages of CT. To strip that away and make skills a blank, one-size-fits-all standard of 1 skill = +1 DM strips away one of CT's major strengths.
I understand what you're saying, but it's all about implementation and standardization. To explain myself, I have two -- no, three -- points to add, and then some semi-rambling text that doesn't quite devolve into a rant, but does get kind of pedantic (
- adj. Characterized by a narrow, often ostentatious concern for book learning and formal rules: a pedantic attention to details.
).
So here we go.
1. Even given the exceptions you cite, play would
usually be better off if the skill award were modified for the typical use. Fewer exceptions means smoother play. Yes, I am a casual gamer, despite what people call me.
2. "Situational application" (a good term) is the primordial form of the "Task Library". The difference is that CT has two independent axes whereas later rules move all the variability to one side. It's not as important as Point No.1, however, until we get to Point No. 3.
3. CT LBB1 works. It also limits itself to a couple dozen skills. If MT tried to do it the LBB1 way, I think the authors would go insane. I suspect that such flexibility becomes unusably noisy after, oh, let's randomly say approximately 32 skills. I do not consider this a necessarily bad feature of LBB1, by the way, but it is an observation.
SIDE OBSERVATION:
At one point I noted that the skills list tends to track with the number of careers available, at a ratio of approximately 5.3 : 1.
So in CT, there are two ways to change the task difficulty: double the skill level, or add DMs to the roll, based on possibly more complex criteria. MT consolidates most of this. It is less flexible, since a change in difficulty changes the roll by approximately one die. On the other hand, fiddliness should not be an aspect of basic rules. Yes, I understand that that's an opinion and a preference, not necessarily a fact.
Another note. I also understand that dividing a characteristic by 5 (or 4, or 3, or
anything) is
inherently fiddly, even if it can be streamlined a bit via pre-calculation. In my mind, it's
better to use the STR/DEX modifiers from LBB1 for individual use DMs. In my mind, that is far more charming than writing unique rules (I hesitate to call them task 'systems' as in 'functionally related' when the function changes) for individual skills.
To beat the dead horse a bit more: the smallcraft tasks are a mini-game. While other skills don't go quite this far, having separate resolution rules for several skills is equivalent to writing perhaps half of a mini-game for them. Again, not really a bad thing when you have a small number of skills (and therefore six or fewer career choices by corollary). Kind of bad when you get beyond that.
It is obvious that CT LBB1, by not fixing the actual useful value of skill levels (or anything for that matter, except for the number of dice rolled), is more flexible; however, I suspect most of that flexibility is not useful, and that a DM is a DM and a difficulty is a difficulty, regardless of how to arrive at them.