If you don't like skills, don't use 'em
So. Skills. Pick four things your character can do. One of them is 12+, one is 14+, one is 16+, one is 18+.
They improve 1 every experience level.
If you pick some kind of weapon training, you use the attack bonuses on the Soldier class from Xplorers.
Define your own skill list. Driving is a skill? Sure. Hacking? Occult Lore?
If you're the kind of GM who uses social skills, throw them on there.
Is this an enormous cop out? Maybe. I know what my skill list would look like:
-Weapon Training (specific weapon class- swords, rifles, )
-Driving (specific vehicle class, and this covers stunts/fancy driving)
-Science (specific branch)
-Contacts (specific area, like criminal, police, government, etc)
-Crafting (specific trade)