I'm trying to build a trade off between how players train skills. I've got about 40 general skills, things like Gunnery or Science or Survival, and each has a number of specializations which enhance the general skill. So Gunnery might have Light Arms, Science might have Biology and Survival might have Arctic. I'd like the player to choose between putting resources toward the general category or specializing in a part of it.
My question is what the bonus should be for specializing and how it should work. Initially I was just going to make specialization a cheaper way to add a +1 or +2 or whatever, but constrain it to a specific category, but that's pretty dry. Another thought was to remove critical failures, but again that wasn't very inspired.
I should note that skills are meant to be tested against the general category only, so that someone with the appropriate skill level should pass a test regardless of specialization, but should get a more favorable result for specializing. Skill levels are open ended, requiring geometrically more resources each time you gain a level in the skill, though without the more lazy +1, +2 etc I'm not sure about specializations.
Any ideas? What should you get for putting the effort into Light Arms as opposed to just Gunnery?