IF was talking on Discord about relevant Traits being a thing to reflect specialization, which seems like a good idea. We even have a couple that are quite relevant to specific skills and change their effects a lot (Beautiful, Friendly, and Born With A Hammer all leap to mind, though Speaking Out Of Law is also an example), so there's precedent. There being more of those going forward among NPCs seems likely and reasonable.
This does make sense, and I'm glad it's a thing, but there is still the issue of everyone getting good at everything easily. Like, as you mention yourself, getting a skill a rank up is the same cost as increasing 2 skills to its current rank. Which wasn't too much before... but now its a quarter of the skill list. Increasing a skill by two ranks is the same as increasing almost all skills to that rank. Meaning everyone is really incentivized to just get every skill equally Hugh, rather then specialising. Which IMO feels weird, unrealistic, and kinda bland. Not to mention it takes lots of narrative weight off of a character's specialization. If the farmer has as high smithing as the Smith and the Smith as much housework as the farmer, what does being a Smith and farmer mean?
Also, beautiful and friendly are relatively weak by now, especially if skills become bonus successes rather then dice. Like, they are nice, but not very impactful. They are also not very 'felt' most of the time. They are flat bonuses only. Hopefully that changes though.