S4,
I think you've overlooked one very important reason for the unequal skill 'strengths' in CT; the game didn't have a task system originally.
When everything is decided by a throw of 8+ with only skill levels and DMs effecting it, you'll get some wierd skill applications. Look again at your excellent bribery example.
Attempting to bribe someone without a skill level in bribery should be very hard, but how can you model that in the original CT system? You can't adjust the dificulty level for the throw because there isn't a difficulty level. Instead, you use the only thing available to model how hard the attempt should be, a negative DM, and end up with the -5 DM from your example. What's more, the DMs derived from skill levels are going to vary because you're hanging all of your die throw adjustments on one factor, thus creating all the +2 for one level, +1 for two levels, and the other head scratchers.
In CT without a task system, our bribery throw is written as something like Throw 8+ to succeed, +DM per level of bribery skill, -5 DM for bribery-0.
In CT with a task system, our bribery throw is written as something like Bribery, Difficult, +DM per level of bribery skill (Task becomes Impossible if unskilled.)
Because CT could only adjust throws through a single mechanism, the DM, that use of that single mechanism created odd skill 'strengths'. A task system can be adjusted in a more flexible manner thus allowing a more seemless "skill-1 = skill-1 = skill-1" system.
As for rules bloat, several mechanisms are responsible for it. One is that rules sell books. Another is the relative laziness and lack of imagination among latter day RPG GMs and players, or game players of all sorts.
In 1977, GMs and players had to use D&D and Traveller as kits to create their own RPG settings. In 2007, settings and all the trimmings are handed to players on a platter. This means that GMs and players are far less likely to adjust or modify the rules for their own needs. Most don't even try or even think to try.
While you and I can make up die throws or tasks on the spot because we learned to play RPGs that way, latter day GMs and players need everything written out for them in the rules. They cannot improvise and they don't even feel comfortable improvising. Because they can't or won't think out of the box, the box must contain more information covering more and more of the trivial situations that may occur in the game.
Have fun,
Bill