Skill feats
The existing skill feat system is dumb, skill feats make the system feel overly restrictive in what you are capable of (A feat to intimate several people at once? Really?), people often have issues choosing skill feats when there are many options, and they all seem too situational to be useful.
In order to combat this and allow, hopefully for the same levels of character expression, I am implementing the following rule:
Skill feats: When you gain a skill feat, you can either take a skill feat as normal (for a few things, this is required, such as crafting feats, battle medicine), or, you can choose a skill, and choose a type of action you can now do with it (I can use occultism to search for lingering spirits nearby, with survival, I can sense the weather tomorrow), or you can choose a narrow type of action with the skill that you (generally) can treat the result as a 15+ skill modifier (my blood rage makes my intimidation hard to balk at, ). As your proficiency increases, the scope of what is acceptable grows.
Some examples: