03:11
103d ago
X · @Khazix0918· x-apiZH03:11 · 04·16
→Skills are basically taxonomy
The author argues Agent skill design should center on taxonomy and triggering, citing an experiment: accuracy stays above 90% below 20 skills, drops after 30, and falls to 20% at 200. The proposed setup is one top-level image-generation skill with internal routing by context; the post does not disclose the paper name, experimental setup, or details of Claude’s Skills generator update. The real issue is granularity, not piling up 60 or 100 skills.
#Agent#Tools#Anthropic#Harness
editor take
More skills don't mean better — accuracy drops after 30. The post argues for taxonomy-based design but doesn't cite the paper.
sharp
The post puts a concrete claim on the table: routing accuracy stays above 90% under 20 skills, degrades past 30, and drops to 20% at 200. If that experiment holds, the point is bigger than prompt hygiene. It says agent design fails first at action selection, not at raw model capability.
I broadly agree. A lot of teams build agents like they're building a plugin marketplace: one skill for search, one for email, one for cover images, one for slide images, and so on. The skill list gets longer, everyone feels safer, and it looks like the system gained capability. In practice, the model has to answer a harder question before any tool runs: which one should I call? Once the candidate set grows from 10 to 50 to 100, errors stop being a simple scaling issue. Overlapping descriptions, inconsistent trigger wording, and near-duplicate scopes all poison routing. Teams think they're expanding capability. The model experiences rising decision entropy.
This isn't a new failure mode. The function-calling wave last year already exposed it. Tool schemas that read like human product menus tend to make models wobble between adjacent actions. Anthropic splitting Claude's layers into skills, projects, and CLAUDE.md always looked to me less like feature expansion and more like boundary control: separate long-lived context, behavioral rules, and callable actions so they don't all compete in one flat space. The post mentions a Claude Skills generator update focused on optimizing trigger conditions from feedback. That direction makes sense. The durable value of a skill is rarely the wrapped function itself. It's the trigger boundary.
I do have doubts about the cited numbers. The post doesn't disclose the paper name, task mix, model version, tool-description length, or routing mechanism. Those omissions matter. Thresholds like 20, 30, and 200 sound clean enough that I want to know the exact setup before treating them as design law. If the system performs one-shot selection across all skills, 200 collapsing to 20% wouldn't surprise me at all. If the system does hierarchical routing first and only then chooses within a subtree, the curve may look very different. Many agent systems don't fail because they have too many skills. They fail because everything sits in one layer.
So I buy "skill is taxonomy," but only halfway. Taxonomy is the first half. The second half is orchestration. Top-level classes shrink the candidate set. Trigger logic chooses precisely within that set. Execution then has to write back into state so the next turn doesn't repeat the same mistake. If you frame this only as classification, it sounds like information architecture. In production, latency, token cost, retries, rollback paths, and permission boundaries all join the party.
The image-generation example in the post is directionally right. A single top-level image skill that internally branches into newsletter cover, Xiaohongshu cover, or PPT illustration is better than three top-level tools competing for the same request class. But there is a catch the post doesn't cover: if that umbrella skill now needs a 2k-token internal prompt and a pile of natural-language branching rules, some of the savings from fewer top-level skills gets paid back in prompt bloat and slower execution. I couldn't find those details here, so I won't pretend the design is proven.
My own engineering translation is simple: define skills around decision boundaries, not feature nouns. Create a new skill when the boundary is stable, the scenario recurs, and it cannot be safely absorbed into an existing class. "Newsletter cover image," "social cover image," and "slide illustration" are often templates, not distinct capabilities. By contrast, database mutation, production server actions, and outbound messaging deserve separate skills even at lower frequency, because permissions, risk, and rollback logic differ materially.
What I like most about this post is that it pushes back on the current skill-arms-race mentality. People show off 80 or 100 skills as if that's an asset in itself. Honestly, that often signals the abstraction layer hasn't converged yet. Well-designed systems usually reduce top-level entry points over time; they don't keep multiplying them. The article leaves out the paper and the generator-update details, which is a real gap. Still, the core call — fix granularity before bragging about skill count — is much closer to production reality than most flashy agent demos.
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