The occupation-based skills featured in Kerberos Club and Wild Talents are structured for a looser, more interpretive approach and work well with players that appreciate such flexibility. But, then again, my players don't try and game the system for the maximum advantage.
I ran a playtest of a Kerberos Club adventure-module with my group and I eventually just resolved their characters' powers into individual groups of Aspect-like abilities which the players found much easier to manipulate in game.
WT Kerberos Club is a fun setting, and I do recommend it for steampunky gaming, but if you are building a setting from scratch, Wild Talents or REIGN is all that you really need.
Cheers,
Chris.
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