I am not a fan of skill trees (too linear, too restrictive). The goal should be a skill-web.
With the difference being more branching, more connections; more paths to get from A to B overall.
However, also not zero paths (or “all paths” if you will) as with the virtual matrix scenario.
Having to take a path to get from A to B is more restrictive for sure, but that restriction also comes with one major benefit; it can be used as a balancing measure. Adding more opportunity cost to getting specific nodes.
Adding more pro’s and con’s to taking different paths across the tree or web. Which generally can lead to more interesting choices.
Instead of just picking freely across everything, allowing for full optimization with no downsides.
That would be really bad.
An adaptative build is an oxymoron tbh. Builds should be sticky. Choices should matter.
All skills definitely should be available at lvl 1! Absurd idea that we have to lvl up to get access to some skills. That also leads to a linear lvling experience.
In general, the skills themselves should not really be part of the skill tree or web. They should be the start of it.
Preferably by giving each skill their own separate tree/web!
But if the current D4 model, with a large shared tree/web for all skills are used, then the skills all need to be at the center/root, with no skills having any prerequisites. Only the skill upgrade nodes should have that.