No, you didn't misread the title.
namida's recent introduction of the 10-skill-panel added a lot more degrees of freedom to NeoLemmix. Still, as we know from earlier years, many people have a tendency to still want to create predominantly levels that feature the classic 8 skills. Since the 10-skill-panel doesn't expand with every new skill added, but simply features 10 slots all the time, I think this feature might actually break up the year-old "bias" for the classic 8 skills: If you want your skill panel to look complete - and let's be honest, who doesn't enjoy that, from a purely visual standpoint?
- then you have to add two more skills. And since there are no classic 10 skills officially, everyone will pick something different, thereby creating more diverse levels.
But let's say you want to make a level that feels "classic" and still has a full skill panel. Which of the 10 NeoLemmix skills do you choose?
While the introduction of the Shimmier brought the total number of skill types up to 18, they're not exactly split in half between Classic and Neo, after all.
As of now, I'd go with the two most unique skills that don't feel as if they could be replaced by any other Classic or NeoLemmix skill: Walker and Cloner.
The constructive NeoLemmix skills, i.e. Platformer, Stacker, and Stoner, all bear some similarity to specific skills from the Classic set (Builder, Blocker, and Bomber, respectively). And the Fencer is an upward Miner, the Glider a diagonal Floater. The Disarmer is too narrow in its potential for application to be worth a standard inclusion on a "Classic 10 skills panel", in my opinion. I guess one could make a case for the Swimmer doing something unique, but here something else comes into play:
Both the Walker and the Cloner are not Lemmings 2: The Tribes skills. Consequently, they don't feel like "just another skill from a random pool of many". The Walker is actually from Lemmings 3: An All New World of Lemmings, where skills didn't even really exist anymore as a clear concept: Lemmings could perform any type of "motion" infinitely often (walking, blocking, jumping etc.), while everything else had to be collected like a power-up, leading to the eventual development of pickup skills in NeoLemmix.
Speaking of jumping, though: Longterm, I think a "Classic 10 skills" concept should add the Walker and the Jumper, rather than the Walker and the Cloner, to the Classic 8.
Yes, the Jumper is a Lemmings 2 skill, in contrast to the Cloner. However, it can be considered a cross-platform classic at this point: Not only does Lix have Walker and Jumper as well (but no Cloner), but also other Lemmings adaptations, like the Linux version "Pingus", featured it.
But whether the Jumper or the Cloner should be the "10th Classic skill", I think this will be a continuous ground for debate.
Much like, until recently, there was no way to make a level featuring all NeoLemmix skills - because ever since the introduction of the Fencer, we had 9 NeoLemmix skills next to 8 classic ones. With both the Shimmier and the 10-skills-panel, this is finally possible (again)!
...but of course, the introduction of the Jumper will remove the option of an All-Neo-Skills level again, by bringing the Neo-Skill count up to 11. As Spinal Tap said: "That's one louder..."
During the days of 9 NeoLemmix skills vs. 8 slots on the panel, I frequently used to drop the Disarmer - although, historically speaking, it would have to be the Fencer, because the Disarmer was indeed among the first 8 NeoLemmix skills to be introduced.
Thus, in the not-too-distant future, when designing an All-Neo-Skills level, we will still have to decide for one that we drop from the panel, and we will always have two empty slots on the Classic panel.
Unless we define a new "Classic 10". Again, for the overview, here's my suggestion.
Classic Ten: Walker, Jumper, Climber, Floater, Bomber, Blocker, Builder, Basher, Miner, Digger
Neo Nine: Swimmer, Shimmier, Glider, Stoner, Stacker, Platformer, Fencer, Disarmer, Cloner
In the meantime, the Cloner takes the Jumper's spot among the Classic Ten.
But of course, long-term, Classic Ten and Neo Nine seems inconsistent.
Maybe we can still find a useful and unique 20th skill to add some time in the remote distant future, so that we would end up with two "complete" alternate sets of skills again.
Not only because the NeoLemmix skills are lacking in destructive skills, featuring only the Fencer, but also in general, I'm pretty sure such a skill would somehow revolve around the eternal issue of upward digging... (in L2-terms: either the Laser Blaster, Twister, or Magno-Booter)


But let's say you want to make a level that feels "classic" and still has a full skill panel. Which of the 10 NeoLemmix skills do you choose?
While the introduction of the Shimmier brought the total number of skill types up to 18, they're not exactly split in half between Classic and Neo, after all.
As of now, I'd go with the two most unique skills that don't feel as if they could be replaced by any other Classic or NeoLemmix skill: Walker and Cloner.
The constructive NeoLemmix skills, i.e. Platformer, Stacker, and Stoner, all bear some similarity to specific skills from the Classic set (Builder, Blocker, and Bomber, respectively). And the Fencer is an upward Miner, the Glider a diagonal Floater. The Disarmer is too narrow in its potential for application to be worth a standard inclusion on a "Classic 10 skills panel", in my opinion. I guess one could make a case for the Swimmer doing something unique, but here something else comes into play:
Both the Walker and the Cloner are not Lemmings 2: The Tribes skills. Consequently, they don't feel like "just another skill from a random pool of many". The Walker is actually from Lemmings 3: An All New World of Lemmings, where skills didn't even really exist anymore as a clear concept: Lemmings could perform any type of "motion" infinitely often (walking, blocking, jumping etc.), while everything else had to be collected like a power-up, leading to the eventual development of pickup skills in NeoLemmix.
Speaking of jumping, though: Longterm, I think a "Classic 10 skills" concept should add the Walker and the Jumper, rather than the Walker and the Cloner, to the Classic 8.
Yes, the Jumper is a Lemmings 2 skill, in contrast to the Cloner. However, it can be considered a cross-platform classic at this point: Not only does Lix have Walker and Jumper as well (but no Cloner), but also other Lemmings adaptations, like the Linux version "Pingus", featured it.
But whether the Jumper or the Cloner should be the "10th Classic skill", I think this will be a continuous ground for debate.
Much like, until recently, there was no way to make a level featuring all NeoLemmix skills - because ever since the introduction of the Fencer, we had 9 NeoLemmix skills next to 8 classic ones. With both the Shimmier and the 10-skills-panel, this is finally possible (again)!

...but of course, the introduction of the Jumper will remove the option of an All-Neo-Skills level again, by bringing the Neo-Skill count up to 11. As Spinal Tap said: "That's one louder..."

During the days of 9 NeoLemmix skills vs. 8 slots on the panel, I frequently used to drop the Disarmer - although, historically speaking, it would have to be the Fencer, because the Disarmer was indeed among the first 8 NeoLemmix skills to be introduced.
Thus, in the not-too-distant future, when designing an All-Neo-Skills level, we will still have to decide for one that we drop from the panel, and we will always have two empty slots on the Classic panel.
Unless we define a new "Classic 10". Again, for the overview, here's my suggestion.
Classic Ten: Walker, Jumper, Climber, Floater, Bomber, Blocker, Builder, Basher, Miner, Digger
Neo Nine: Swimmer, Shimmier, Glider, Stoner, Stacker, Platformer, Fencer, Disarmer, Cloner
In the meantime, the Cloner takes the Jumper's spot among the Classic Ten.
But of course, long-term, Classic Ten and Neo Nine seems inconsistent.

Not only because the NeoLemmix skills are lacking in destructive skills, featuring only the Fencer, but also in general, I'm pretty sure such a skill would somehow revolve around the eternal issue of upward digging... (in L2-terms: either the Laser Blaster, Twister, or Magno-Booter)