A: Originally I had intended this to be more granular, where you'd select the exact areas you had. But it was both more cumbersome and harder to pin down sensical delineation. A variety of questions and contradictions arised, such as "If you have this location, couldnt you walk literally 3 minutes to this unchecked location to get this skill? Wouldnt walking to the other side of the zone to get this other skill take longer?"
Delineating exactly what would be included, or what would be "too far" from something, was too difficult and arbitrary especially when considering the end of one "I have this whole section" to the very start of another. Plus, most people are probably just going to have all areas selected anyway. So I just went with what seemed like the best compromise.
A: Nope, it could create situations where the player had already finished a quest and thus wouldnt be able to get the skill if they didnt at the time, and thus skills in their random pool would be eaten up by stuff they cant get anymore. Not to mention it was more work for little gain and also would require players to remember and check what they did/didnt do. Just an awful mess to include, really.
I also dont include Winds of Change/War In Kryta skills for those areas, because I assume such players with access to that are just going to include all areas when they do randomization and so associating those skills with those areas would be irrelevant.
A: Save Yourselves, Great Dwarf Weapon, Ebon Battle Standard of Honor, You Move Like A Dwarf, Pain Inverter, Finish Him, Assassin's Promise, Jagged Strike, Fox Fangs, Death Blossom, Signet of Spirits, Splinter Weapon, Spirit Light, Unyielding Aura, Necrosis, Blood Is Power, Discord, Vow Of Strength, Cry of Frustration, Power Drain, Energy Surge, Ineptitude, Mistrust, Panic, Wandering Eye.
These inclusions are not strictly about being overpowered or whatever, but are mainly aimed at discouraging samey runs and obligatory powerful abilities that you can generally easily jam into teamcomps, like "Of course I'll bring this amazing classless reputation skill."
There's not much point to randomizing what you have access to in order to mix things up if you just jam several extremely powerful domination magic skills you get or whatever, or when a skill overshadows everything else in the skillpool when you stack it across your team, like just bringing a bunch of Vow of Strength bars or similar familiar AOE stacking. For those wondering, Spirit Light is there because in my test runs it tended to make healing bars too samey a sizable percentage of the time, but it is on the fence. Making things less "Duh, run these" is the goal.
I didn't include certain dominating meta abilities because they're dependent on several other things to actually be meta, and so it seems that they're usually fine in randomized pools and could create some interesting bars.
The list could change- there's several skills I'm considering readding or removing. I am totally willing to just adjust it based on what people think would be best for the pool of skills, but I'm going to wait a while first.