Ahhh...the simplicity of people wanting to change the rules for no apparent reason. (lol)
Alright, here's my own special ascerbic take on skill consolidation: It's for unimaginative clods who don't want to simply play the RAW.
To be less...testy...I'm not for skill consolidation, for two basic reasons: (A) Everyone seems to have jumped on that particular bandwagon, and I'm nothing if a non-conformist, and (B) it steers towards a lack of flexibility and a mechanical imballance in the Skill Point system.
(A) I've always been the sort to believe that the most popular thing is very rarely the right thing to do. There was a while there when bungee jumping was all the rage, too. Also, all I ever had to go on was stories that people would tell or that people would make up about it. As a mater of fact, that's the way it works for most fads: the thing gets popular, everyone tells the slackers (like me) that they "simply MUST do XYZ" because otherwise [insert several explanations of scenarios where the slacker in question feels like an idiot or is ostracised for his poor decisions]. I think another falacy is that consolidation removes "unnecessary die rolling" fromt he game and therby speeds play along, whereas I say that if skill roles are slowing down your game, you're doing something wrong.
(B) This gets a little more intricate.
The basic upshot is that the skill system is built to function with some classes haveing large pools (and therefore, ultimately, more and/or higher Ranks) and some having paltry ones. To this end the skills were divided to effectively "lock out" some skills be making the more challenged classes have to pass them over in favor of other more economical skills.
Fighters get the least and so have to choose skills very wisely, however they also don't need to rely on them, instead fulfilling the party role of head-basher. Rogues get the most and step up to fulfill the role of "team smarty pants," being able to take loads of skills and taking them all at maximum or ar least optimal ranks.
The skills that seem linked, the ones that everyone for some reason wants to consolidate, were intended to be separate to simulate thier rarity int he world. Not many folks are skilled in Silent Movement, Hiding, Spoting and Searching all at the same time. Not to mention that there are many instances where someone could be hiding and not need to be silent, or vice versa. The skills were given very solid and mutually exclusive functions in the game so that their uses, and therfore their value, were accentuated by being separate skill entries:
Hide - the ability to reduce an opponent's change of noticing you visually. (This is the skill that folks typically want to consolidate with Move Silently, but, I ask you...why not Disguise?)
Move Silently - the ability to reduce an opponent's change of noticing you auditorally. (Usually, people start here as the basis for an argument to consolidate because there's no direct analogue - in other words, a skill like, say...make noise.)
Spot - passive ability to attempt to notice things (checked when the player is not expecting to be able to notice something)
Search - the active ability to attempt to notice things (checked when the character has a few minuite to spend looking around on purpose for something specific (stated as a character intent).
Can Hide and Move Silently be used together? Certainly. Are they always used together? Certainly NOT! A character might want to keep quiet while opening a chest or freeing himslef from bonds, completely not moving, but trying to be quiet. Likewise, one might want to hide, and yet make a noise as a distraction or a signal. Hard to manage when the two skills are lumped into a single one for "convenience."
I think that ultimately, people simply can't be bothered, and jsut want max ranks on all of their skills, culminating in the major badass character they always dreamed of for ...oh...days. They ant simplicity over the work that role playing sometimes takes, and they want to take as many die rolls as possible out of the game, even if that means that multiple outcomes and solutions are arrived at be one single throw of a die, rather than having to take the chance at missing a crtical die roll out of many attempts.
I could be wrong...