I’ve done a bad job of derailing this topic to “Brett’s gripes with GURPS”, for which I apologise. I’ll try to get back on topic.
I counted the skill lists in five RPGs that I have played enough, recently enough, to have an opinion about.
Spirit of the Century (the initial instance of FATE 3) had 28 “skills” in its skill list, but some of them were more like attributes or social advantages in other games. I have a distinct impression that the list was tweaked to make the number 28 for numerological reasons. The skill list is perhaps pretty much okay for SotC’s purposes, but I think that for a lot of my roleplaying I’d want more detail even in the areas covered, and a bit more scope, especially if I were to take on SF or fantasy. 28 skills seems if anything too few, not too many.
James Bond 007 has 24 skills fleshed out to some extent by 27 “fields of experience”. The skill list is not adequate even for its limited scope, but on the other hand some of the fields are trivial and others redundant. I think you could probably extend JB007 to a wider range of thrillers and action adventures with a list of fifty skills + fields. Fifty skills (including fields) does not seem too many.
Night’s Black Agents has 39 “investigative” abilities and 23 “general” abilities, for a total of 62. Leaving aside that there might be too many methods associated with different sub-sets of those abilities, their coverage and detail seem about right for the limited genre of action thrillers. Sixty-two skills is not too many.
ForeSight (first edition) has 49 skills fleshed out by 78 fields of knowledge, for a total of 127 learnable abilities. That’s not counting the nine psionic skills, which were a bit of a frost. And ForeSight does not deal with magic or mystic disciplines. I don’t remember having a lot of trouble with this skill list, but a number of the fields were rather fussy. My feeling is that this was probably somewhere near the limit for me. That ought to be about enough for realistic genres, though I’d accept a few more if there were a pay-off in widened scope, especially if they were in a separate module that only, say, players playing magicians had to deal with. 127 skills is not in my opinion too many for a versatile game.
HindSight included a master skill list of all the skills in ForeSight plus extras that the designer considered desirable for fantasy and for adventures before automobiles. Including low-tech equivalents and replacements for some skills and fields and some more detailed treatment of mêlée weapons it came to ninety mundanes skills, ten psionic skills, eight mystic disciplines (defined as skills), and 135 mundane fields of knowledge. Besides that there were four magical skills for different ways of invoking effects and 25 fields of magical fundamentals, most of which were available in basic and advanced knowledge. In my experience this was starting to get a bit too much. We had some confusion and mistakes with the skill and fields lists, and with the tech level distinctions, even for characters who were not magicians, psionics, or mystic disciplinarians. I think 225 skill-like things is probably too many, and that I’m pretty confident that 272 is too many.