i'd keep the
Didjeridoo as a skill, it's a unique instrument and learning to play it right and make the right kind of music would require a different set of knowledge than a normal woodwind instrument.
i'd turn
Jungle Survival into a knowledge skill (Lore: Jungle), which would give a bonus to Wilderness survival in a jungle (say, +10%).
Songlines could be done the same way (Lore: Songlines), providing a bonus to navigation, trapping, and wilderness survival when in austrialia (call +5% to each). even if you ignore the supernatural aspect, the songs still have a non-supernatural knowledge/memory-recall benefit to those who know how to use them. plus it represents cultural knowledge.
Aboriginal Medicine: i'd leave as is. while some of it could be covered by existing medical skills, the Aboriginal skill also represents the rituals and knowledge of the Aboriginal people in relation to it. so it does deserve to be seperate.
Pilot Commercial Vehicles: The Road Hogs skill is covered by Construction & Farming Equipment in AtB2.
Pilot Heavy Machinery: The Road Hogs skill is covered by Construction & Farming Equipment in AtB2.
since IIRC these RH skills were not for contruction and farming equipment, why? why not merely use Pilot: truck, Pilot: automobile, and so on? it may be more specific, but you get the same effect.
Steam Mechanics: The Mutants in Avalon skill is covered by Basic Mechanics in AtB2.
i disagree. the operation and repair of steam engines is very much a specialized field, and much too complex to fall under "basic mechanics". steam mechanics should be seen as an equivilent to the skills of Automobile mechanics or Robot mechanics.