I don't think that by "gitting gud" at skinning, you will be able to skin 2 more pelts from a single gecko .
I didn't think geckos came in four foot tall form and I wasn't aware that radiation had the effect of making things giant
Realism has taken a second seat to gameplay, and that is acceptable. (you could say that the player has learned how to utilise a single pelt multiple times, as paragon mentioned).
If keeping it a pve skill, I would like to see outdoorsman effect the healing rate of food (maxing at what it currently gives you) as one of its effects. Though this does have an effect on pvp as almost everybody takes advantage of the food buffs currently, and veteran players will have better buffs (being a pve skill that increases with usage) than noobies from food.
But as another idea you could just make it a PvP skill related to the detection of mines and sneakers, and remove the detection levels from those skills respectively (sneak would just be about sneaking better and traps would just be about the setting and disarming of traps, not their detection). Outdoorsman could also govern the usage of "detection" items like motion sensors, for detecting the location of both sneaking players and players moving outside of sight range.
This way you could make the effect of the sneak skill stronger with points in it, to make it less all or nothing, and also separate detectors from users quite distinctly.
It would be a big change, but it could work.
Though you would have to add some new traps to give reason to take that skill too