Actually, if you look at what I did in the AFS issue with the purloiner class, you'll see that what I did was give the 0th level thief a smattering of the thief skills. Yes FA 0 is a given, but beyond that, it is up to the player to decide (with referee approval) which skills are "adventure ready" and which are not at any level of professional development. So, you might have one thief who can pick locks, handle traps, and move silently, while another thief might be able to hide, speak in cant, climb, and so forth. I would probably handle fighter the same way. Off the top of my head, maybe weapon mastery would be in development; for example, either the weapon is +1 "to hit" or +1 damage, but not both until 1st level. I'm a little reluctant to hard code this stuff the way AD&D did at one time, because I view 0th level characters as clay being molded to their archetypes. I suppose I see this aspect of play as guidelines, not rules. What would be your preference, Yora?
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