I fucking hate the normal skill system i 3e and 4e. They're equally pointless in both editions, and in 4e especially, the skill challenge system stinks. Both stifle creativity. So I actually made re-proficiencies ala 2e. These may require tweaking for your game, but I adore them.
Each character starts with 3, plus one per INT MOD. Thieves get an extra +2, and bards get an extra +1. The DC for all of these abilities is 10. Unless otherwise noted, there is no penalty for failing a check, though botches may be penalized at DM discretion
These checks may only be made at the start of each 24 hour cycle.
Armorsmithing: Dex. +1 masterwork bonus to AC for the day.
Cantrips: Int. You may memorize +2 first level spells, for the day.
Cooking: Con. +5 temporary hit points for party, for day.
Healing: Wis. Check to heal party additional +15 hp at the start of that day.
Inspiration: Cha. +1 morale bonus to your saves for day.
Meditation: Wis. +1 bonus to spell DC for day.
Strategy. Int. +2 morale bonus to party initiative for the day.
Tarot. Cha. When the chosen player rolls a natural 1 on attack rolls and saving throws no longer fumbles, but still fails.
War Machines: Int. Your attacks with siege engines enjoy a +2 masterwork bonus for the day, and inflict extra damage equal to your level.
Wild Magic: Con. Your spells enjoy a +2 luck bonus to their DC, for the day. If you fail this check, your spells suffer a -1 luck penalty to their DC, for the day.
Weaponsmithing: Str. +1 masterwork to attack rolls and touch spell DC for the day.
Each of these may only be used once per encounter.
Alertness: Wis. Sense invisible creatures or gain +3 to save vs traps, as immediate action.
Balance: Dex. When you are hit by an area of effect ability, you may shift 15 feet as an immediate action.
Bandaging: Wis. Targeted player is healed his CON score.
Beast Taming: Cha. You may cause a single creature with a bestial level of intelligence to not take action during the first round, unless it is damaged, as an immediate action.
Diplomacy: Cha. You may cause a single intelligent target that is not inherently hostile to you to not take action during the first round, unless it is damaged, as an immediate action.
Dueling: Dex. Shift one space as free action.
Intimidation: Cha. Target that you have hit this turn is Afraid for encounter (no save), as move action.
Juggling: Dex. You gain a +3 bonus to your AC and saves against ranged attacks until the end of your next turn, as an immediate action. This ability may be used after a ranged attack has just hit, in order to make that attack missed (assuming -3 to that attack would be sufficient).
Jumping: Str. Add +2 to speed for one move action, or +4 speed if all you are doing this round is moving.
Mnemonics: Wis. Swap single spell for a different spell that you possess, as standard action.
Monster Lore: Int. Get resistances and vulnerabilities of a creature, as free action.
Parrying: Dex. +3 to AC until your next turn, as free action.
Poisoning: Int. Your next hit to hit this encounter inflicts additional poison damage equal to your level, move action. This skill botches on a natural roll of 1, 2, or 3.
Rallying: Cha. +1 morale bonus to attack rolls and spell DC for party, as free action.
These may only be used when the character that possesses them gains a level.
Endurance: Con. +1 max hp.
Research: Int. You may add an additional spell to your spell or prayerbook, of any level that you can cast.
Atropaics: Wis. You may attempt a skill check to un-equip a cursed item from a player, even before its level duration is finished.
Philosophy: Wis. You gain +8 XP.
Salvaging: Int. You gain you level x 50gp.