1) Here's a new skill idea for Lamentations of the Flame Princess weird fantasy yadda-yadda: Jack-of-All-Trades. Defaults to 1 in 6 for all adventurers, maybe 2 in 6 for whichever of the demi-humans in your campaign are likely to have a lot of jobs during their extended lifespans. The basic deals is that J-o-T works like the language rules. You need to know if your PC can help sail the ship or make a horseshoe? Roll JoT. If successful, add "sailor" or "blacksmith" to your list of secondary skills. Not suitable for all campaigns.
2) Is wizardry systematic or ad hoc in your campaign? (Or maybe there once was a complete system of magic in the golden age and the present MU rules represent a fragmentary understanding of that system.) Are spells part of a metaphysical schema or are they just the list of known effects caused by certain words, gestures and cogitations? Do your NPC magic-users tend to have ability outside the core system of spell memorization? Can PCs gain similar special abilities? One of the neat things about the feat system in 3.x was its potential to give individual MUs different relationships with the spell system.
Review - 13th Age Soundtrack
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