I think it has always been that way, kind of. Each ruleset had his "must-get" skills and less used skills.
I have the feeling that it is getting only better though, as the new sills introduced really add something, and wrestle can challenge block on some players (which is a little revolution in itself I think

)
Back on topic, I like the idea, but it is really tricky.
My first impression is that of course skills are not as good depending on the player you put it on. That fact is partly reflected by skills costing more if you don't have direct access to it. That is not always true, but often enough that we always hope for doubles when we roll
So it is built in that if you are going to price skills differently, you may as well define prices for all skills depending on skill access, or race or something. Not sure if I'm being clear enough
I mean, something like instead of saying "this player has access to G and S", it would become "this player is in the GS category, and for this category, skills cost this much"
10k passblock, fend, pro and so on
20k block, guard, MB...
30k leader dodge, PO, pass, catch ... +MV, +AV
40k +Ag leader
50k +ST
You could even go as far as making much more category than there are now. It would be really cool and would make sense, as some skills are more natural to some positionnals than others. It would allow to differentiate players even more.
On the other hand, this would make quite a few charts to write, and though this is not a problem for online play, it will be a little longer to handle for tabletop. But would be fun, like a more RPG-class progression tree
Do you think it would be too complex ? Maybe for LRB8.0 ^^