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The only skill that matters in every room is the "main" skill, the one tied to the profession, the one the room needs. Even in the Development room, only the Game Design and Programming skills do anything worth noting - they affect development speed (at the same rate, from what I've tested.) Graphics and sound in that room are a waste - by the time you really need those stats, you either have unlocked the Graphics/Sound studios, or are going down a "death spiral."
So to me, the "All-Rounder" perk is basically one of the worst flaws your employees can have. It inflates their salary (which matters in early game, but enough people working at a game with enough useless overpaid perks can make your game non-profitable too,) for a meager increment in the limit of skills they'll never need. I'd rather hire a dendrophile than an all-rounder.
"Someone who loves trees, a little too much in some cases." (Oh dear)
So no meaningful bonuses come from secondary training at all, huh? Weird, I figured if there was a positive effect anywhere, it would've been in the game development room. Maybe the perk was supposed to have a benefit once, but the idea got left behind as MGT2 was being developed.
Anyway, it looks like I'll just continue specializing, then.
The main problem with "secondary" skills: By the time having 50/60 points of any skill would matter, you've already built the rooms where the stats output given by those skills are magnitudes better, and you want to put someone who can go all the way to 100 in them (and has a head start, too, to save up on wasting space in training rooms.) Either that, or you're bankrupt, if playing Hard difficulty or above.
Only exception would be Programming, but since I staff my rooms with all programmers - and my CEO as the one designer - then I can tank through the relatively small time frame that happens between "controls/tech stat starts mattering 9001% more" and "MoCap is available."
All in all? Employees could have been given one single skill, tied to their profession, and the game would not be that different. My starter room of nine programmers and one designer can get the needed graphics/sound stats for games up to 1978, and by then I'll - at worst- be starting research on graphics/sound rooms so I can stop fiddling with percentile sliders for good.