Yes, I really did mean 'survival' roll failures, not re-enlistment. DOH! I know what I *meant* to say
My problem with tying skills to Edu is a lot of informally educated people (who could have a hard time saying they had a high Edu) have a lot of practical skills.
I realistically rated my gaming group one day. When I say realistically, I used roughly this paradigm:
level-4 in a skill is equivalent to an MD or a black belt
level-3 is equivalent to a brown/purple belt or an intern or someone graduated from college or university in a specialty
level-2 is 'some decent amount of knowledge' (we'll say about 2-3 years of university in a subject)
level-1 is 'a year of study' or knows how to do basic things competently
level-0 is 'a week long wonder course' or just basically familiar enough to avoid the usual penatlies for having no clue
With that rating system in mind, my average human player at the table (we're all in the 34-40 range, most have had former military service, some studied martial arts, most have 5-8 years of post-secondary education) had probably 35+ skill levels. Some had upwards towards 45. The highest skill levels present were 4 (very rare), the occaisional 3, and a lot of 0s, 1s and 2s. Note when I count 35-45 levels, 0s count as nothing. There were probably another big pile of them.
So, I've found that since the skill limits don't map to real life IMO well, and since the presence of a number of low level skills tends to make the PCs capable of getting into more neat adventures without making them easy, I really find no issue with ignoring that. I do watch for single skills of levels 3+ as these do have 'danger' flags.
My only comment about CT skills is that 8+ was nice, but there were too many per-skill-unique modifiers that you had to know or look up, which is why I prefer MT's system.