Putting an embargo on an embargo isn't horrible to me, but is still shitty. It kind of hints at two things in my opinion:
1. Bethesda knows it didn't put out a very polished/quality game and they want to keep that hidden from the public for a little while longer. This is shitty if I'm right.
2. Journalists probably aren't going to be shilling hard for Bethesda if their embargo got pushed back. This is good if I'm right.
Eh, honestly I always felt that most skills in the 3D games just made them convuluted and kind of took away from the SPECIAL stats a bit. I mean a character with a strength of like 4 could become a master at Melee weapons by just allocating all their skill points to melee weapons. Really all the system did was give you a slight boost in a few particular skills and that's it. I understood the skills in the 2D games since it was turn based and the skills affected your accuracy with certain weapons, but in the 3D games a character specializing in big guns could pick up and use a laser rifle just fine as long as they had decent enough aim to not have to rely on VATS for every shot. The skills are just obsolete and only serve to make the newer games more complicated for no good reason. Sure the new system is a bit dumbed down, but at least it makes it easier to have a more well-rounded character and make gameplay more open.
This is honestly an issue with the way both SPECIAL and skills are implemented.
A weak person could be very adept with something like a knife, but not be able to properly use something like chainsaw, Fallout: New Vegas did an ok job with its Strength requirements, but I think if they went a step further it could have really worked well with Skills. If you have 2 strength and are trying to use a weapon like a minigun, I believe you should be punished heavily. Movement speed penalties, accuracy penalites, insane recoil, slightly lower damage, shit like that. The SPECIAL and perk system in Fallout 4 looks like you can easily become a Jack-of-all-trades as I believe you can invest points into SPECIAL instead of perks. I guess this is the same as the SPECIAL training in F3 and F:NV in concept, but I feel like it might be executed differently.
In Fallout 3 and New Vegas, perks became available to you as you gained more levels. Every level you could grab a perk in F3 and every two levels you could grab a perk in F:NV. Perks were slightly more valuable in F:NV as you could only grab 25 perks with the higher level 50 cap from the DLC. This isn't including perks gained from challenges or quests. In Fallout 3, you can gain a total of 29 perks. So in order to take on Intense training, you'd be sacrificing some potential amazing bonuses to your character (At least in Fallout: New Vegas, If I remember there's a perk in Fallout 3 that instantly boosts you special skills to 9 so you could easily sacrifice only one perk for 9 SPECIAL and then just pick up the SPECIAL bobbleheads to get 10).
Now looking at F4, I believe perks are gained every level again. I've seen characters get up to 30 so that's another 29 perks the character can take. It still isn't that simple though. I believe you gain the ability to invest 2 points into perks/SPECIAL every level now meaning your character will have a whopping 58 fucking points to invest in SPECIAL/perks. Bobbleheads are back so they can also add to your SPECIAL. The way I think Bethesda tried to balance the insane amount of points you get is by making perks have like 4-5 ranks each. But most of the perks look kind of like ordinary damage bonuses so I think it's going to be very easy for the player to decide what they want to invest in.
Now I haven't played F4 so I really can't judge this system, but it just doesn't look like an improvement.