Body proficiencies seem very general. Especially the rogue one. So many niches and skills packed into one proficiency.
It seems like it's to prevent players from suffering the issue of the old system: being proficient in one criminal skill very well with having 0 application for it. Not only that, but it's so that reviewers don't have to go back and re-approve someone just because they want to change from a halberd to a glaive, which are similar, but would-be different weapons in the old system. The old system had so many options that were so minutely different that it wasn't even funny.
Underworld knowledge exempt from rogue skill seems weird. A martial/intellectual skill split would feel better. Rogue skill for sleight of hands, sneaking, shadowing, reading lips, etc. Underworld knowledge for forging, connections, infiltration, espionage, etc.
Underworld is more like the old syndicate contacts, "I know a guy who knows a guy who can . . ." Its purpose is small in-character, but in a progression, could give you more branches and 'safer' options that normally wouldn't be open without it. You could also use it to somewhat justify having something IC you wouldn't normally have, I suppose.
With the current language cap, linguistic knowledge seems rather off and useless. Most characters are trilingual by default. Perhaps remove the age-given languages?
By being capable of linguistics, you become a very useful diplomat and translator if any progressions involve ruins or alien languages, which many do. The amount of dead languages that could lead people to great artifacts or tell people of great things are actually astoundingly large, especially concerning Void script.
Why is Hunting Knowledge separate from nature care? Compared to marshalry or statesmanship it feels awkwardly specific.
Hunting knowledge can be used on humans and highly aggressive creatures, but nature care cannot. Nature care is more for gardens, fields, livestock and veterinary progressions whereas hunting is actively pursuing to hunt / kill the target creature, no matter their size and capability.
If Axe and Blunt are one category each, why are swords split into three? Two would make sense (short blades & long blades) but three is excessive. Reading the description I feel like you struggled yourself to define the difference between fast blades and thin blades (why are sabres and cutlasses beneath the latter? Why is an arming sword a fast blade then?)
Axes are almost always lethal, but blunt is not. Blunt can be used for a nightstick or a mace, but axes are meant for battleaxes, bearded axes, the likes. Their damage and effectiveness against armour is very different since blunt is meant to ignore protection (with padding being its only weakness) but axes are meant to go right through it (with no real weaknesses). As for blades, there are so many different types that it would be criminal to lump them all together. A rapier is not equal to a dagger, nor is a shortsword equal to a broadsword. As for cutlasses and sabers, they're primarily seen as the very thin, but lethally sharp weapons meant for lots of parrying and lots of very nasty slices. Even if they aren't that way in reality, just remember we're on a fantasy mineman server where near-anime battles are one of the most popularly enjoyed ones and the last progression we had involved a dragon vanishing mid-flight due to homosexual smoke.
Siege crossbows and stationary crossbows (scorpions, ballistae) should be under siege weapons and not heavy bows.
If the bow category were smaller, crossbow, longbow and shortbow would be lumped together, which they certainly should not. Adding the ability to use scorpions and ballistae gives people more incentive to invest in the heavy bow category while not allowing them to ability of explosives in the process. The loading times are also so different that they no longer really deserve to be in the same place.
Why separate bows into two categories? They are seldom used in RP or as proficiencies
That's not true. Progressions use archers very often and most fights between large groups use ranged fighters since they're valuable. Guards using crossbows are also common, but the weapon is more likely to be brought out in gang v. city fights rather than in a back-alley ambush against a petty thief. I can think of three different people, including myself, who used crank-crossbows (which have very long loading times) during the Fort Purity events.
Eastern knowledge feels very Si'hai specific
Yes and no. Dragons are included with Eastern Knowledge, which just so happens to be what the Sihai study the most. With dragons now becoming more present in the lore, however, people who know more about them are becoming more important, especially since regalia is at war with them. Do note that four different races are very high-dragon right now: the Isldar with frost Wyverns, the Regalians with a feather dragon emperor, the Kathar who have Rikkira the feathered dragon on their side, and the Sihai who (I assume) worship them.
Perception seems completely off. It feels like a dump pile where you put leftover points. Why would someone become more perceptive as they grow old and ... practice it? If you don't practice perception you lose on it?
Everyone is equally perceptive, but there are people who spend their lives spotting more and more subtle details. Detectives and scouts are two examples of this. They also serve more value finding hidden loot in progressions rather than IC.
Statesman now covers all governing niches. If ever there will be another surge in noble activity comparable to the five-month-ish period around this time last year, specialisations will be "outside" the system and there will simply be a flat "governance" skill measuring one politician against the other.
Resolving state issues mostly stem from one's own competency, but statesman seems to be back-up for if you decide to take risks or end up leaving choices to your character with vague instruction. It also works only for progressions, which doesn't really matter IC. Not only that, but any specializations will be seen in the noble's orders and actions IC, and shouldn't need a million different sub-schools when they all mean the same thing: governing a state as a leader.
Marshalry and Admiralty seem to have the same issues as before, similar to the old commerce/judicial/diplomacy skills: hinging heavily on the situation. I see battle command implied in marshalry which can be roleplayed out, though admiralty has no implied captaincy.
Marshalry is mostly for commanding armies, but admiralty is for ships (which are a lot bigger and a lot more expensive than soldiers). Both aren't things likely to be seen IC, so their main value is in progressions that need someone to sail unknown / known waters without a map or bringing soldiers effectively to a front. They might be useless when you're talking in a tavern, but then again, learning how to care for pigs won't have any use when you're being mugged either. Christopher Black, one of the most well-known admiral characters, has participated in most, if not all, war progression with significant results that needed ships. He can't command his boats in a bar, but when it's necessary, he's the guy who sends his navy when Regalia does its annual war-time.
If all else fails, aesthetically pleasing abilities that fit a character are sometimes more fun than being super efficient.
Alchemy and medicine separate feels weird. There were more characters specialising in either of the now stateman skills than there are who specialise in only alchemy or only medicine.
Creating a super-virus, gorilla glue, or chemically-spawned fire shouldn't be lumped in with prescribing medicines, surgery, and disease prevention. Having both is useful, but pouring equally into both leaves you less capable in both. It's better to go 80%/20% with one as your 'just in case i need a band-aid or robo-aids' or scrap one category for your character altogether.
Above all else, most of the proficiencies are purposefully left vague so that the barriers are strictly defined, but the limits are not. Mixing some of the above categories together will become so vague that the barriers are no longer defined either, which leaves min-max and argument potential. Proficiencies also matter more for progressions than they do in-character; that is to say, their effects are a passive subtlety for role-play and a direct power for events, where people can do things that aren't possible in role-play (wars, dungeons, foreign interaction, et cetera).