When it comes to skills, skill bloat, skill cascades, I don't worry about it at all. In CT, you can have Revolver as a skill, or you can get it in the Pistol skill or the Handgun skill from LBB's 4 & 5.
They can all exist easily in my CT universe.
Why?
The universe is not standardized. People learn skills in different ways. Thus, if you get a revolver, and you practice with it, and never use a different weapon because you don't own anything else, then you have Revolver as a skill. But, if you are in the Army or Marines, and you are exposed to use of a lot of different weapons, then Pistol is the skill you get, allowing you to spread your expertise among both AutoPistol and Revolver. Still, if you are in the Navy, and your experience also includes snubs, then Handgun is the skill you get, allowing your expertise to be spread on all three types of hand held slug throwers in the game.
Instead of cutting down on the number of skills used in the game, I would go the other way. I'd have a clear set of skills--say that used in LBB1--but also consider cascading to like skills.
The game kinda-sorta does this anyway by making all of the weapons in LBB 1 default skills for careers in LBB 1. But, if you roll up a character using Supp 4, then you don't get that benefit. That's because the Supp 4 careers, for the most part, are non-military.
I've got no problem swapping out Revolver skills for Pistol or Handgun if it fits the character's background. For example, if you use LBB 1 generation, and roll up a Naval character. And, he gets Revolver-1, whether I allow that to be changed to Pistol-1 or Handgun-1 depends on what the player I decide is the character's background.
If he's a one termer, and we decided that he was base security on a world, but still in the Navy, he probably never used snubs, so Handgun is out. And, I'd probably go with Revolver over Pistol. I'd also be influenced by the world's TL.
But, if he guy, we decide, has a specialty where he goes around popping derelict spacecraft--the first one in to check the thing out. Then, I'd be inclined to allow the character to have Handgun.
It all depends on what they learned, where they learned it, and how they learned it.