Wow, has this thread gone off topic from what Alex is requesting or what? Back on topic:
The big things I can think of are: Lip Reading, Sense Motive (body language, psychology, disposition - not just detect lies), Knot Tying*, Forensics.
In that vein:
Sabotage (disable, but make it dangerous to the next guy)
Negotiating a settlement (Spycraft 2 has it, Fantasycraft does not)
Been a little bit. Awesome thread. Brought this up to the group as they were rolling new FantasyCraft chars. (..based on Madagascar 3 and 90's-2000's pop icons. ..shoot me now...)
The first comment was "Oh god. More skills?!" And then we all laughed. Not to say we don't love the Crafty design, we do, but my players feel like there's a good diversity in the numbers now without having too many? I dunno. I'm just a GCing Koala.
First thing that came up was actually something that was already mentioned. Sense Motive, when compared to the other various SC2 skills, has a very smalls cope. How abouts something akin to rename / repurpose Sense Motive & Manipulate into something like "Psychology" and give it a few more uses.
Someone mentioned Forensics. We debated this one abit. How 'fun' would it be to play someone who's focused into a Forensics Scientist? The rest of the group is running around blasting holes in baddies and the forensics guy is taking 8 hours to process a scene? Or.. goes back to the lab to run the DNA test. Also, alot of the current skills can handle aspects of Forensic Science. Computers / Digital Forensics. Medicine / Toxicology & DNA Profiling. Science / Ballistics. I forget the exact use of Investigation (been a little bit since SC2 hit our table) but I think that can process a crime scene. Either that or Search / Notice.
We came to the opinion that SC2 / FC doesn't need more skills, just perhaps more 'things to do with the existing skills'? If that makes sense. Just our 2 cents! ..now back to trying to convince a player that a rainbow Afro is just.. wrong.