Project: Gorgon is a 3D fantasy MMORPG (massively-multiplayer online role-playing game) that features an immersive experience that allows the player to forge their own path through exploration and discovery. We won't be guiding you through a world on rails, and as a result there are many hidden secrets awaiting discovery. Project: Gorgon also features an ambitious skill based leveling system that bucks the current trend of pre-determined classes, thus allowing the player to combine skills in order to create a truly unique playing experience.
The Project: Gorgon development team is led by industry veteran Eric Heimburg. Eric has over a decade of experience working as a Senior and Lead Engineer, Developer, Designer and Producer on successful games such as Asheron’s Call 1 and 2, Star Trek Online and other successful Massively Multiplayer Online Games.
I've had this conversation before with other people plenty, regarding the idea of having more slots for combat abilities. The most common being that people want to have 7+ abilities per bar or something along those lines.
The thing with that idea and your idea of being able to pick an ability ratio of 0-14 between your two skills is that in the current system it actually wouldn't be as interesting or useful as it sounds like. As your progress through the game, your gear mods have a major effect on the strength of your abilities, and because of how gear mods are split between your two active skills you barely have enough mods for 6 abilities typically, never mind something like 14! Furthermore, splitting your mods between a lot of abilities will generally make you much weaker, since you'll end up doing less with each action you take in combat.
Because of this, you definitely wouldn't be a "Master of a combat skill" if you committed a lot of ability slots to it. In fact you'd probably be way weaker than other players because you're spreading yourself too thin and wasting equipment mods. If you were playing optimally, for most skills after 6 slots the most use you'd get from extra slots would be abilities that require minimal mods if any in order to be useful, which is to say that more slots would just be spent on utility skills. There are some skills that would be buffed with extra slots because they have a lot of utility abilities like psychology, but players would basically just be building the same with some weak bonus abilities tacked on at best.