Skill power by itself provides no benefit. Skill power allows us to use the new and Powerful skill MODS.
Here is my post from reddit showing my understand of the new system and that people dislike it ONLY because they expected/were used to the old system. (The new one is good).
https://www.reddit.com/r/thedivision...they_did_stop/
This is my solution to the Inventory crisis PLUS the Skill power vs Attribute crisis (too much variety, but not enough) of skill mods:
Please automatically scale the mods to OUR skill power.
Choose X attribute mod for X slot. Scales to X available skill power. It'd solve all the ****ing clutter of inventory AND stash AND make every Attribute vs SPower mod available to all players.
Similar to what YOU HAVE ALREADY ACCOMPLISHED with Weapon Attachments; Skill mods would be limited by X(permanent) slot type performing X(variable) attribute change based on X(players available) skill power.
This would save you DATA on your end, limit our blueprints to proper capacity by Skill slot AND changed attribute type and automatically set said attribute to value of X skill power that each player has equipped!
PLEAAAAAAAAAAAASE take this into consideration.
For example on a Turret, a 2.7k skill power firing mechanism slot does 27~% increased damage but does not utilize or benefit a player with 4k, 6k, 8k skill power etc.
Instead of finding dozens of mods for EACH SLOT on EACH SKILL for Each Skill power variant.
Allow the player to find/craft X skill slot does X% based on Xskill power of player.
So instead of collecting 30 mods for 3 separate slots on 1 skill Players would collect only the amount of mods as there are available variants for each skill slot (Range, damage, healing etc. per Housing/Firing/ w/e slots and variants you've made for each skill slot)
Solution would be a variant for Each mod's slot to automatically scale the attribute vs your available power. Then they could actually balance the weaker skills easily from there to make them more viable.
You would have X number of mods for each slot DEPENDING on how many modified attributes pertain to each slot. This would solve numerous problems. Data on Massives servers, Inventory management for players, Scalability of mods, Usefulness and utilization of mods as well as a much simpler base for Massive to perform balancing of SP vs Attribute AND appropriately balancing weaker vs stronger skills to make them properly viable in the entirety of the game (PVE as well as PVP)