D&D makes sense because you don't want huge amounts of extra work for people. 4e showed us it slows to a crawl when there's too much math and too many things going on.
For video games though, the systems SHOULD provide some benefit regardless what the value is. Although i'm guessing from the Lockpicking notes it's about the perks that are unlocked, while the skill level itself should increase success based on it's value and some luck.
I suppose dead gaps are a bit smaller in Herosystem. Herosystem you have pips (
+1) half dice (
1/2) half plus pip (
1/2+1) dice-neg pip (
1d6-1, note that 1/2+1 and 1d6-1 are considered the same power level) and a whole dice (
1d6). This is calculated based on the value you have, and 5 points translates to 1d6 (
with advantages, lethal damage and other things the value changes and instead you refer to DC's and adjust to the real dice count after)
Strength is listed as 10=2d6, 13=2 1/2 d6, 15=3d6. So there's not dead values for 11,12,14, but minmaxing can include raising or lowering a few points to shave and save points for other powers.
viperfdl: Drox Operative comes to mind. The skill to increase ship size takes several skill points to increase and every skill point in between is pretty much wasted. And additionally higher ship size steps need more points than you get with a level up.
Mhmm... Actually that combined mod for Drox was pretty good, raised experience means when you start a new game you'll jump 20 something levels at once and you'll be less grinding and more building something you want to play.
Otherwise yeah 5-10 points to upgrade a ship, which is bigger, slower, generally not much better except it MAY open up new slots for you to put equipment in. But having 3-4 types that means you need a lot of upgrades to get a new weapon slot for example vs a ship slot or an officer.