Sorry S4 but the changing to the language in the revised editions predates the skill cap idea by a couple of years.
I know, but that doesn't mean they didn't make the Automatic Skills change first, followed by the Experience Limit a couple of years later.
lso in revised edition (copyright 1981) scouts are given more skills than in 1st edition - not something you do if you are limiting skills.
They also have the low survival rate, and the game designers were expecting people to use the Survival Rule as it was intended.
This means that any suriving player character Scout will probably only have one or two terms--going longer usually means death. The two skills per term brings them up to par with the other characters who had an easier go at Survival and ended up with more skills because they stayed in the career longer.
A two-term Scout gets 4 skills, not couting extras, buy getting 2 on each term. A three-term Merchant gets 4 skills, not counting extras, by getting 2 on the first term and 1 each on terms two and three.
Make sense?
MT went as far as to grant basic characters even more skill role chances per term, so the designers intent was to raise the skill total of basic characters to match those of advanced.
MT, as you know was written by different people (DGP instead of GDW). And, they carried over the Experience Limit to use with that game. And, read the section on Automatic Skills where its says the character gets "that skill"....again, this could easily be read as "that specific skill at that specific level".
Finally if you check 1001 Characters you can find 1 term characters with lvl2 in automatic skills.
Why is this a point? So, a character joins the Army, automatically getting Rifle-1 from the Automatic Skills list. Then, he gets two skills for his first term, rolling Gun Combat once. The character decides to raise Rifle-1 to Rifle-2. The second skill would be some other skill. Do that, and what I'm suggesting is still valid.