Well depends on AP to a point. Certain builds have advatages.
Magic Current AP to capp All Skills = 2644 Human giant and 2744 Elf
Future Skills as of g13 + 1020 AP
Alchemy Skills Current Ap to Capp all skills = 2800
Future Skills as of g13 + 1192 AP
Range Current AP to capp All Skills = 569 Human 58 giant and 1065 Elf
Future Skills as of g13 + 490
Melee Current AP to capp All Skills = 1594 Human 1824 giant and 985 Elf
Future Skills as of g13 + 672
I would have to pick magic and Alchemy as the 2 skills I like the most....Needs like 8k+ AP.
Of course this does not include the lifeskills people want especially for rangers.
I think the AP totals are a far more accurate way to look at the builds than the number of skills involved.
Carpentry +146
Big STR Boosting life skill clearly belongs with the melee.
Refine +53
Weaving +41
Handicraft +16
For the basic +93 dex, 110 more ap thrown into Archer. Anyone not taking these life skills to cap is going to find themselves most definitely as a hybrid pretty fast.
Also, despite the obvious fanaticism of it's adherents, I wouldn't so much call the archer it's own class really. An end-game melee is probably going to have the entirety of the archer's skills mastered simply for the DEX/balance it would grant to the larger, more dominant knight class. Both care a lot about damage/crit, and both are going to share skills anyway later on... windmill for both, AR gives STR while CM gives DEX... the two "classes" are already very snugly embedded. And interestingly enough Melee+Ranged ap totals from above = 2163 ap; add in my suggestions and you get 2319 ap... which is incredibly close to the other two in total. The red tab is really just one class, not two. Range and melee are just two aspects of it, subclasses if you will.
By contrast, the blue tab has vastly different considerations. Mana efficiency and pool size are primary concerns when choosing enchants and deciding on wand useage and the like. How the build values it's key stat, INT is very different than the red tab's raving hunger for STR/DEX. Where the red tab skills enhance, add to, and amplify the gear the character uses (smash/wm/mag multiplying weapon damage), blue tab uses equipment to increase the efficiency of and reduce the cost of skills that are inherently powerful. Like the red tab, magic also has its own subclasses in the form of the three different adv magics, blaze, and basic bolt play (which will get much more significant with g13!).
The Orange tab plays around with red tab's style of using enchants to boost damage while taking a nod from the blue tab in not depending heavily (or at all) on stats. A combination of ranking an inherantly powerful skill (like WC), getting a multiplier to it (alchemy mastery) and enhancing it with enchants is overall a variation of the other two tabs' styles. The Subclasses for orange seem to be somewhat along the lines of water, fire, or clay.