Here's how the Specialist (and skills in general, really) will be handled in the upcoming update:
The Specialist is unique because the character class has no special abilities of its own. Instead, a Specialist is better at certain activities that other characters are able to do at a basic level. The Specialist begins at the same default level in these activities as other characters, but receives “points” which can be used to be better in the chosen skills. The available skills (and their default starting values for all characters) are:
• Attack Bonus (+1)
• Climbing (1 in 6)
• Find Secret Doors (1 in 6)
• Find Traps (1 in 6)
• Foraging and Hunting (various)
• Read Languages (0 in 6)
• Sleight of Hand (1 in 6)
• Sneak Attack
• Stealth (1 in 6)
• Tinkering (1 in 6)
Most of these rules are covered in the Adventuring. Rules of the Game section.
For skills that are “x in 6,” allocating a point increases the chance by one. For example, Read Languages begins at 0 in 6 – most characters simply can’t read ancient manuscripts. A Specialist allocating a point there increases his chance to 1 in 6.
Specialists can increase their Attack Bonus by +1 for every point spent on it, to a maximum of one point per level.
For other characters, Sneak Attacks are merely attacks made by surprise. A Specialist can multiply the damage done by a Sneak Attack by allocating points in this skill. Assume that the damage multiplier is x1 for all characters, and every point allocated increases the multiplier by one. If a Specialist has any points in Sneak Attack, then he also gets a +2 bonus to hit above any other bonuses when performing a Sneak Attack.
Specialists receive four points to allocate at first level, and two additional points every time another level is attained.
You can add any number of abilities, but I guess everything hinges on how many points you give to start and after gaining a level.