I think this is a good idea. The fact that close combat fighting is somehow divided to melee and unarmed doesn't make sense. Close combat in wasteland is brutal, not some martial art when you strike when the bell rings. Dirty trick are more than encouraged when it comes to survival.
How do you know? Sounds something Lexx would say.
So far this hasn't stopped them from making features out of nowhere.
Jackie Chan doesn't have enough strength. But he surely could use knife or nunchuks.
There must be another option, for example look at Fallout1.
200% skill cap, excellent, it's supposed to be like that, AC playing great role on long distances, however 10 PE+Sharpshooter will be the only way for snipers. One Hander trait will play big role for pistol users, because of floating +20% bonus.
Always 1 skill point for raising skills, even after 100%, 125%, etc.
Your character will have alot skills, even raising non-tagged skill means something, because now spending skill points on non-tagged skill? Pff.. ok till 101%, spending skill points on non-tagged skill after 101%? Even 10 IN + Skilled won't help you.
Also changing something frol original Fallout like skills itself (removing, adding, etc.) will have big impact on it.
Yes, there's a reason to combine some skills like sneak+steal, so sneakers will be also thieves at the same time, FA+Doc, so you don't need raise 2 skills to be doc, repair+science, so you don't need to again raise two skills to be crafter, but... gl with this on your own server when SDK released.
Btw.. combining melee and unarmed? This is one of the worst combination can be imagined in Fallout, even SG+EW sounds better but it's again shit.