There is a whole, long discussion going between myself and some commenters, especially Vic (aka Ulf the cleric) on my last post. I've mentioned a few "limits" I've proposed.
I decided to make a post to link them all just so I can have everything in one place.
Two-Tiered Fixed Deceptive Attack
Possible Solutions to the "extreme DB" problem
None yet - but capping skills at DX+10 is an old idea from the 3e days . . . it's ridiculously easy to hit DX+10 in DF, and we have characters with skills above that in DF Felltower. But it's possible that if you instituted the above - DB limits, caps on Deceptive Attack (-4/-2 and -8/-4), limited Feints to a net -4 or -8 - you wouldn't actually benefit from very high skill.
It's also possible to provide some other limits and caps on effects, such as:
The swinginess of random rolls means you can get people ending up with anywhere from +1 to +6 DX from a dexterity elixir. A fixed effect of +3 would be worth the cost of use, but also limit the effects of a sudden very high jump in DX. Going from 14 to 17 is excellent; going from 14 to 20 is often fight-changing.
Effective Skill Cap
Attacks are limited to a specific skill - 20, perhaps, or 25 - and anything past that is discarded before applying modifiers. Skill beyond that level is useful for Contests of Skill, or when floated to another attribute, or for dealing with reduced DX from supernatural attacks . . . but is otherwise ignored.
Like a hard cap of DX+10, but instead, after a certain level, you must pay extra for skills. Levels past the cap cost 4 points, as usual, but also require 4 points per level in a special Advantage, "Extreme Skill Training." DX+11 would cost an additional 4 + 4, DX+12 8 + 8, etc. This is a fixed price increase, but it need not be. "Extreme Skill Training" could be 4, then 8, then 12, then 16, etc. per level, ascending with each one.
If your goal is well-rounded fighters, instead require that you have certain points in other combat skills to improve past a cap. For every level past the cap, you need to have at least X points in other combat skills. So to take yourself from DX+10 to DX+11, you need 4 points, plus at least 4 points in another weapon skill. Optionally couple that with a lower soft cap (say, DX+5 ot DX+6.)
Once you reach the soft cap, you cannot improve that skill until you have an equal number of points in other combat skills. So if you have 40 points in Broadsword @ DX+10, you must also have at least 40 points in other combat skills; to get to DX+11 (44 points) you need 4 points in other skills. These can be Combat/Weapon Skills, Shield, Tactics, or potentially other "combat" related skills like Physiology (monster type) or Armoury, depending on the specific game.
(This has weird effects at the very lowest levels and non-combatants who are first learning a combat skill - optionally couple it with a cap, so it only applies if you have at least one skill at DX+5 or higher.)
Most of these are untested, but they could potentially form a matrix from which you can create a framework that mitigates against very high skill being a requirement for fights.