Splitting repair out is easy on my end. I worry a bit about micromanagement; it adds another column to the overview screen. However, I think it makes sense.
Depending on what your vision of the "finished" game is (in regards to skill), maybe do a two-tier system for skill organization? Something like this, for example:
Menial Labor:
Cleaning, Hauling, Repair
Skilled Labor:
Mining, Construction, Growing
And on like that. Then it would be easier to disable (through background or player choice) a broad set. It might even be possible to do the skill display in a collapsing tree type of interface.