You see, we miss each other while talking.
I have no clue about which values are at all related to the skill level. So what may I possibly mean? Well, just guesswork from someone who does not know the server code by rote. So I imagine:
While producing resources, there seems to be a minimum skill level per resource, so if your character with a skill below the minimum tries to produce this resource (by mining / fishing / harvesting ...), the result will be 0% probability to be successful. With the minimum skill and a whole level of theory training, one will have a low probability to produce this resource successfully. This probability will raise with the skill level until it saturates to a maximum probability.
While crafting materials or items, there seems to be a minimum skill level per result, so if your character with a skill below the minimum tries to craft, the result will certainly be waste, the probability of success will be 0% (e.g. a Pile of Dust, some inedible food, etc.). With the minimum skill and a whole level of theory training, there will be success to produce the expected result, but with a gradual quality, based on the skill level and some random factor.
In relation with the progression of the probability of producing a resource or the degression of the loss of quality while crafting, there is a degression of the experience earned as well, so if your skill level is above a maximum skill (per resource or result), the resource production probability and the maximum crafting result quality (before subtracting a random value) will stagnate, and the earned experience will be 0.
Are my guesses correct so far? Or am I really wrong at some point?
And where is the point where support is welcome - for the development of the value between min and max skill, or for the distribution of the random malus, or ...?