I have to temper your expectations a bit. I didn't create any dummy skills))) I'm not sure if that's even possible; I suspect their number is related to the .Exe file (although this isn't certain, it would need to be tested).
I took unpopular or very specific skills (which are rarely used) and reconfigured them to suit my needs.
Well, I also know that we are limited in changing Skills, and all the most important things are in the "exe" file.
But that's not necessary right now. I'm going to modify existing Skills, moving some into the Core Skills category. The goal of the latter is, in part, to free the "School" from its eternal favorite, i.e., the Skill that everyone always chooses, without paying attention to the others. For example, Mentor in Education. Again, some skills have a huge impact on the Game (like Mentor, overshadowing even the Center perk, but sometimes requiring only minimal skill luck). Some Skills are simply Weak or have strong Competitors in the branch. Path of War and Misty Veil are a good fit for this description.
--- -- --
*Regarding "dummy skills," I still have the entire Horde Skills tree and their unique Perks at my disposal! (Since the Horde has been removed, all their Skills are naturally free for creative use. For example, I'm already planning to insert "Return to the Void" into the Attack branch (if Exorcism is present). Goblin Aid can be reworked into Leadership-Diplomacy. The Goblins themselves are free, so they can be made Neutral, and they don't necessarily have to be Goblins anymore. They are essentially "Mercenaries." Another ambitious idea is to introduce the Barbarian's "Reinforcements" into the Attack Tree as a competitor to Fire Arrows, for "Physical" Factions (Knight/Pit Demons, for example) and synergy with a Melee build. "Strength Against Magic" is also an interesting skill that could look good on a Magical faction, with a changed name, of course. 🤔