It's a little unnerving to debate rules with a GM, so I'd like to emphasize this is a philosophical discussion regarding game design. Hopefully you're comfortable with this distinction, Sarva, and don't take it as a challenge to your GM authority
In real life all skills are not learned at the same speed.
But also in real life different people learn different skills at different rates, and while you might find combat easier to learn than smithing the reverse could be true for me. The important thing to remember is PlaneShift is supposed to be a game more than a model. It's important to make it realistic enough to be plausible, but it's also OK to make sacrifices to absolute realism for the sake of playability.
And when you make one skill harder than another you are effectively penalising players who put that skill in a more central role for their character concept than the easier skill, or even worse you push people toward the easy skill and away from a skill they might be better able and more enjoy role playing.
Having skill advancement skewed may make it more effective as a model of the real world, but so would removing magic. Both of those decisions can make it a lot less effective as a game. That's not to say that all skills should be exactly equal, you definitely get some flavor and RP mileage from having some difference, but 10% or 20% difference is more than enough to provide that while still allowing people to practically advance a skill important to their character concept.
Also if practice is made to simple then we are simply going to end up with a lot of people running around who have maxed everything and well that is going to be rather boring.
Don't we say people can RP with low skills? Would they lose the ability to RP because their skills went up? Why would a character with max skills be any less valuable to the community then a character with min skills?
I can't imagine doing it, but I can't see how it would affect anybody else if somebody wanted to max everything. It's a different playstyle than mine, but it seems a valid one, and who am I to tell somebody else how to have fun? It's not like they can walk up to me, beat me up and take my stuff, if they don't post on MyPlane how would I even know if they were maxed?
Just because something is possible doesn't mean everyone will do it, and especially in this game there isn't any great advantage in doing so so why would people spend the time? I know a premise of MMO design is not to let players advance too quickly, but seriously, PlaneShift is in no danger of that. The Federal Reserve doesn't push an aggressive anti-inflationary agenda during a recession
In summary, I wouldn't want to see all skills cookie cutter identical, but I'd really like to see them all close enough to be in the same ballpark, and if the math on smithing is correct then a rebalance is definitely needed to achieve that goal.