New system 100%. Could still be improved, sure, but definitely a step in the right direction.
1. Stronger, fewer skills > weaker, more numerous skills. The old system suffered from far too many small incremental upgrades. While over time they could make a very strong character, any individual level rarely felt impactful unless you hit one of the few major upgrades like transverse jumping. Levels in 0.95 give you more per level overall and that feels good.
2. No dead levels. In the old system you'd usually have ~10 levels per playthrough where you just spent your skill points on raising aptitude. Now, there are some levels that might feel a little worse than others still, but you still always get SOMETHING.
3. More choice isn't always better. By limiting each level to a choice between 8 available skills, it helps players (especially new players) avoid getting overwhelmed with analysis paralysis.
4. (Most subjective opinion) I LIKE the fact you can't get everything you might want. In 0.91 being able to get whatever you wanted with few restrictions made each playthrough feel so incredibly same-y. Despite all the choices I had available I always found myself falling into the same general builds by level 50. Now, fewer choices force more player consideration and planning, which I find quite fun. And since each skill is fairly impactful, it helps the player feel good about their choice afterward, even if it was a hard choice to make.
Re:2. I play a monitor thus is forced to waste 3 points completely useless to get a better shield. Technology tier 2 is also a waste.
Re:3. has been discussed many times and these type of nonsense arguments still pops everywhere.
You can't get derelict contingent without investing 3 other dead skills in. If I'm actually choosing from 8 skills all the time there is no chance I'd ever get to DC.
It's a completely false assumption due to limited skill points, player HAD to plan ahead how they want their skill points distributed.
More often than not players are in one of the two situations:
1. Still staring at 40 skills and struggling to put in 15
2. Looking at 3 options from their planned picks and decide picking which first
You're not playing a deck building game where only limited options are available and by random that makes you really need to value between given options. This is a dang RPG where all the build paths are known.Re:4. Vanilla level cap is at 40 and was offering equally tough decisions. Level 50 has to be modded (cheating) and the same would apply to current system if you give yourself something like 25 total skill points. The worse skills will be left unpicked and you'll be able to get "everything", which makes playthroughs still feeling same-ish.
Edit:
I would argue that stronger skills feels way worse than weaker skills.
If I don't want EVERYTHING in such bundle I feel I'm wasting skill points. Unlike the old system, I'm paying for what I get most of the time with a few exception of skill level 3 being very good. The skills are mostly in line and synergizes for all three levels so it's seldom wasted point.
I would also argue that the time between upgrades has become longer than previous version, making much longer downtime of boringness between excitement for power surges - which usually doesn't last long before you take it as granted; Not to mention taking dead skills for the later feels way worse after longer waiting time.