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And training is just a money sink. You can get by 1990 with employees at 40 skill, if you have enough employees, and by endgame (2030-2040) you won't need anyone above 70 skill. You can replace employees, and they'll naturally reach those skill thresholds unless you're just letting them sit on their thumbs for weeks.
The thing most likely holding your scores down is "Controls," which are the "Technical" (green) points primarily generated by Programmer-type employees, as the support room that boosts this score (the Motion Capture Studio) is a late unlock in the unmodded game, only becoming available in November '93. Filling most of the seats in your Development Room with Programmers until the Motion Capture Studio becomes available can help with this; other options include skewing the design priorities towards "Technical" at the start of development (e.g. by taking five points off the 'ideal' setting in each category other than Technical, for example using 20-20-20-40 instead of 25-25-25-25 for a Platformer) or spending a week or two after the end of primary development in "Polishing" with the design priorities set to heavily emphasize "Technical."
Also, yes, experience - both the 'stars' in genre/topic/features and employee skill level - does play a role in achieving high review scores, though unless your employees' skills are abysmally low for the period this shouldn't be a serious constraint on achievable review scores past the early '80s at the latest (assuming a 1976 start).
The only time period where the tanking of control points is almost unavoidable is in the 1988-1993 period, you need to have a lot of programmers to make up for the sudden extreme need for control points all genres get. For some reason the game punishes you for not having something you can't have yet. "Smart design choices 101."
I usually don't fall below 90% because I'm always over-staffed... And I discovered you only ever need one game designer, unless for some "roleplaying" reason you want to cripple your efficiency by splitting your workforce. So I have one Game Designer, my CEO. Once MoCap shows up I move some of my programmers there (you don't need that many MoCap employees, comparatively, to let it do its job fast enough.)