Fair enough Thom.
Now about the unarmored combat and agility, you don't really need a separate skill for unarmored if dodge is based on agility, all you really need to do is build in a modifier to the various armor types that reduces the effective agility more for the heavier types. For example clothes would be 0 light armor would be -5, medium might be -10 and heavy could be -20. The numbers do not matter at this point they are there just for clarity, they could be 0,10,20, and 40 or something else.
Alternatively you could go by percentage instead or a straight number and while you are at it you could combine the armor number with an encumbrance value at the same time. For example using the lower numbers, a character with 50% encumbrance could have a -25% Effective Agility (EA) from the weight and have 20 added to that if wearing heavy armor.
Of course it gets a little complicated if the person is wearing mismatched armor so that each piece would need its own modifier, the numbers above would represent a full set so heavy chest might be 8, leggings 7 gloves and boots 2 each and helm 1 to total 20. Medium armor would have 1/2 those values and light 1/4 all in addition to the weight modifier. The weight modifier for armor could be negated with expertise so at the highest levels you would only suffer the base modifier to EA and not the encumbrance for the armor pieces.