In a comment to a previous post (See here: http://midlandstales.blogspot.com/2013/07/a-better-way-to-do-skill-checks.html ) , Neal commented that I panned the Runequest and later editions of D&D for their use of skills, and yet, I make the extensive use of skills myself and even boast of having 375-400 skills in my system.
One thing to consider is that the player never gets to see/choose fro the entire skill list. All of the skills are broken down into skillsets, list of skills available based on the cultural and biographical details of the character. For instance, if your character was born into a particular nobility (Whether Kraitlander, Leonian or Midlander), you have a choice of cultural skills based on ethnicity. If your character grew up on the street corner or in the wilderness, or as a peasant farming, or as a Volgan fisherman (again a setting specific ethnicity), you have a choice or none or one or more skills available to that group (such as fishing and swimming and rafting and riverine survival) basic, common sense skills. If your player character becomes a plain old Fighter, s/he has access to a skill set not available to any other character class, etc.
As to the number of skills, At the beginning each player character gets a certain number of weapon proficiencies (1 to 4 for fighters) and non-weapon proficiencies (NWP). There is a number of non-weapon proficiencies and the NWP advancement rate given in the Oriental Adventure, Dungeoneer Survival Guide and the Wilderness Survival Guide. In Addition, each player gets a number of NWP's equal to the starting number of weapon proficiencies subtracted from 8. This reflects the truth, that physical training and martial arts takes time away from other skills. In addition, players get to start with the bonus NWP's equal to the number of languages given in the INT table. The NWP offered by the 1st edition AD&D books can only be applied to the skill set particular to the character class. There are rogue, street, and outlaw living set for the Thieves, Priestly and Monastic Living skill sets for Clerics, etc. While this might seem like a lot, it is not. Fighter starts with 4 weapons (s/he can also use them for the fighters-only skillset, which consists of the variety of medieval battlefield, combat, and tactical skills and is the largest skill set at 35 skills; 2 NWP (FGHTR Only!); and 4 bonus starting skill + between 1 and 7 skills based on the fighter's INT ( between 1 and 3 if his INT is in the average range of 9-12), so, a first level fighter will have between 6 and 13 skills (if we have an INT 18 fighter, have you seen any?) with the average range of between 7 and 9. A Magic User, by comparison, will have 1 weapon and 3 NWP (M-U) Only! plus 7 starting skills and between 3 and 7 bonus skills, so, a 1st level Magic User gets between 13 and 17 starting skills, HOWEVER: a Magic user will need to spend 7 points to function as a basic D&D Magic User casting spells from a single school of magic. Additional school of magic will take up additional skills. The basic skills are (1) Literacy; (2) Alchemy, skill covering the material components; (3) Declamation; (verbal spell component); (4) Spellcasting (somatic spell component); (5) School of Magic Knowledge; (6) Read Magic; (7) Transcribe Magic (being able to use the Magicians short hand to transcribe the magical knowledge that produces a spell effect into one's own spell book).
So, in actuality, a Magic User gets between 6 and 9 "elective" skills to really choose from. Except that, additional schools of magic cost additional skills, there are other magical skills to produce magic scrolls, make potions and other magic items; the really iconic powerful spells, the spell books of Liches and scrolls from the deepest dungeons, are written in dead languages, so to become truly unique and powerful, a Magic User... must... learn... ancient languages useless in the Sandbox except for deciphering spells!!!!!!!!!!!! In addition, I the strength permits them, Magic Users can learn any weapon and any armor up to Chain Mail, You can cast spells in chain mail if both of your hands are free! Based on this, it is easy to see, how a magic user can be absorbed in his/her magical studies and not have any outside skills worthy of note.
One last thing, professional development aside, there are no additional skill points given out on regular basis. However, a player character may elect to learn any additional skill at any time. This must be role-played. Player must spend 3 months - 2 years living in an environment where a given skill is practiced, have means of learning that skill and must be actively learning it. So, to learn juggling, you have to be accepted into a troupe of performance, who will teach it to you. It is really a role-playing/story telling mini-game and there is no limit to it per se.
Of course, I missed the post about the difference between Runequest skills and AD&D non-weapin proficiencies, but I will have to cover it another time!