From the post:
While the kind of armor you wear, weapon you wield, and spells you know can be important measures of your character's power, your choice in skills is indicative of your character's depth. Is your character good at feats of acrobatics? Can they recall knowledge with scholastic effortlessness? Are they the sneakiest sneaker in the sneakerverse? Your skills may aid you in the thick of a fight, but they also enhance your effect on the world when the ringing of steel and the whizzing of spells subside.
The Pathfinder Playtest deals with skills a bit differently than the first edition did. First and foremost, we have cut down the skill list to 17 base skills (down from 35 base skills in Pathfinder First Edition). Now, I say "base skills" because the Lore skill can be split into numerous different lores, but for many purposes, like for this blog post, we can describe it as being a single skill.
Much of the reduction came from consolidation; for instance, we put the general functions of Use Magic Device into each of the various knowledge skills that focus on magical traditions, and we wrapped up a bunch of Strength-based skills into a general Athletics skill. In most cases, we coupled the consolidation with being a tad more generous in the number of skills you can be trained in (for instance, the fighter has 3 + Intelligence modifier trained skills in the playtest rather than 2 + Int in Pathfinder First Edition), making it easier to have a well-rounded character.
So what exactly are these 17 skills? They (and their key ability scores) are: Acrobatics (Dex), Arcana (Int), Athletics (Str), Crafting (Int), Deception (Cha), Diplomacy (Cha), Intimidation (Cha), Lore (Int), Medicine (Wis), Nature (Wis), Occultism (Int), Performance (Cha), Religion (Wis), Society (Int), Stealth (Dex), Survival (Wis), and Thievery (Dex).