Warning

This page is not authoritative. The list at ExaltedHackingDisciplines is likely much closer to reality. If you are going to look at this list, at least make sure you read the notes at the bottom, and note the nonexistence of Watchfulness and Travel.
Archer: Missile (heart of the discipline), Athletics (sprint and such), Watchfullness (acute senses, Truth as a schtick), Dodge (rather than parry or block) Warrior: Melee, Brawl (both close combat skills), Athletics (air dance, lizard leap, etc), Resistance (woodskin, etc) Swordmaster: Melee (skill with sword), Presence (seduction and charm), Socialize (cultured), Dodge (exceptionally nimble, handling multiple opponents) Raider: Brawl (brute force combat), Travel (airships), Presence (battle yodel, intimidation), Missile (useful in ship-to-ship, eventually wield self as missile for those impossible falls) Cavalry: Travel (one with mount), Melee (combat discipline, lances, etc.), Endurance (rugged), Performance (mostly for the generalship) Seeker: Lore (studies the past), Watchfullness (scrutinize), Linguistics (decyphers anchient languages, more Speak Language), Athletics (crawls tombs) Smith: Crafts (heart of discipline), Resistance (steel thought, temper self), Bureaucracy (merchant, forging social structures), Lore (educated, item history) Troubadour: Presence, Performance, Socialize (all the social skills), Linguistics (Speak Language and Mimic Voice) Thief: Larceny (heart of discipline), Stealth (sneaky, hiding), Dodge (getting out of harm's way, escape?), Survival (tracking, gives someone else Survival) Beastmaster: Endurance, Resistance (tough as a schtick), Brawl (combat with body & claws), Survival (animal handling, survival away from civilization) Wizard: Occult (a mage), Bureaucracy (who else is going to make and navigate governments that arcane?), Lore (generally educated and knowledgable), Watchfullness (evidence analysis, etc.) Elementalist: Occult, Crafts (good at shaping material, creating perminant things), Medicine ("living things warp under the unwholesome influence of nonelemental magics"), Survival (talking to plants, safe passage, tracking, etc.) Illusionist: Occult, Larceny (deceit, quick hand), Performance (giving the idea of that which is not), Stealth (hiding that which is) Nethermancer: Occult, Travel (mazetravel, the netherworlds), Socialize (teapot? Manipulating and frightening others without being charming or performing. Cordial, even if creepy. Also a lifesaver dealing with spirits), Medicine (biothaumaturgy. Probably taking mostly from abyssal charms) It also gives the nice ballance of how often skills as favored, as seen on ExaltedHackingDisciplines--zebediah
I've already said I'm not too thrilled with Watchfullness or the Melee/Brawl changes — but I'd make the following changes: Archers get Awareness. Warriors get Martial Arts instead of Brawl. I'd give Raiders Larceny or Stealth rather than Missile. Falling off Airships is a Sail charm. Cavalrymen get Ride. Seekers get Investigation. Thieves with Survival seems a bit weird; I might give them "self-reliance" skills like Resistance or Endurance... the idea that Thieves are supernaturally good at training animals is weird. Larceny can be used for tracking in the city. Wizards get Investigation. Nethermancers I'd give Presence rather than Socialize: Frighten is one of their original Talents, Socializing seems a good one for them to take with their optional four. --bts Everybody gets the advice that Martial Arts charm trees tend to cover a lot of ground, bringing in lots of useful abilities.
It sure does--over a hundred charms more than any other skill. Path of the Vagabond, here I come... If theives with "survival" seems odd due to giving them animal training, giving nethermancer Presence seems odd because it makes them good at seduction. You might like that, though... Skyraiders don't strike me as being stealthy in the least, not streetwise...they seem much more likely to bash through a door, grab what they want, and run off than to sneak in, pick the lock, and sneak out with the goods. If skycaptains or airsailors are also off the same discipline, they don't seem like the type to have stealth or larceny either. Missile probably isn't the best either. I'm not sure what is. Awareness or Missile/Thrown might also be a reasonable choice for a fourth skill for theives. --jesse cox It's not just animal training: it's that, hunting, wilderness survival... I guess we should ask the party Thief what she thinks. Nethermancers are tall, dark, shadowy, spooky... Anne Rice dreams. Of course they're seductive. Air Sailors can now, cleverly, be unDisciplined. Thrown has *lots* of skulky/sneaky charms. --bts