With all the fanfics going on with the Nebula California that I have been writing I figured it might not be a bad idea to revive this thread to talk about a few things that still aren't really covered.
The biggest is how skills translate.
To me Craft: Alchemy would come with a fair bit of what would be Interest:Chemistry and I wouldn't be too bothered by Science:Chemistry either for AToW skills it'd help replicate.
Knowledge skills get a little tricky.
Part of it is me wanting to poke fun at the things that are a bit magical/physics breaking in Battletech.
As such I'd have no real trouble with Knowledge Arcana giving insights to the fusion reactors, jump jets being so tiny but still able to propel mechs as far as they do, armor plate working the way it does, K-F jump mechanics, and the dark magic that allows the physics breaking fuel efficiency of even ASFs. Maybe even physics in general.
I can at least somewhat justify the K-F jump mechanics thing a bit because D&D and Pathfinder both seem perfectly willing to accept that there might be other planets and they both seem to be willing to treat them as effectively different planes of existence and thus traveling from Earth to Mars could be done with a Gate spell but not taking additional precautions before stepping through would lead to bad ends.
Dungeoneering is probably the most difficult to really figure out what to call it in AToW terms. It allows for figuring out how far under ground one is and there are additional benefits to having it that I'm certainly forgetting as I write this and I'm being too lazy to look them up. Plus if you're going to do this for a campaign there is just a lot you'll have to look up and decide for yourself for all these skills.
Engineering covers all sorts of stuff. Architecture, mechanisms, and more. How this one translates is one of the three that really depend on what kind of flavor you're going for as far as the D&D/Pathfinder side of the equation goes because there is just enough in various monster ability and spell descriptions that you could even have this skill justify an understanding of electricity, how to generate, and use it. Or how to build a fully functional submarine.
Local and Nobility to me always overlapped a bit to me so I'll cover them together. These really would be the equivalent to Streetwise and Protocol in a lot of ways.
Nature seems pretty self explanatory to me so I'll not be going into it in any detail.
Religion and Planes are the other two skills that I referred to earlier that are really going to depend on how you want to work the D&D/Pathfinder side of things. Like I said earlier both D&D and Pathfinder seem to be willing to treat other planets as effectively different planes. So this too could be an excuse to have a character know a few things about K-F mechanics and other worlds. Heck thanks to items like the
Codex of the Infinite Planes Knowledge Planes also seems like it comes with a bit of quantum theory as well.
Religion is primarily troublesome with the potential clashing of Religions from extra planar travel.