One of the things that impressed me about 4th edition upon seeing it for the first time was the sheer tightness of the skill list- compared to 3rd Edition yes, but against skill lists in general. At 17 skills, it clocks in tighter than even the Awesome Adventures skill list. So, any tinkering with that should be done carefully. Additionally, the GSL gives some restrictions- you can’t fundamentally change a skill, but you can add to it, and you could imply that it wasn’t used- this is easy to do, simply by not making it a class skill for any class.
What skills are needed in the Future, and which one’s aren’t? The things I want to add off the top of my head involve some sort of Computer skill, a modern politics/knowledge type thing, and maybe a Science skill and a Repair skill. There’s clearly some overlap between Repair and Thievery- maybe you can use Repair to disable devices too, but it’s far better for fixing them than Thievery is, and you lose the ability to pick pockets. Computers is sort of datagathering in the sense of Streetwise, and security defeating in the sense of Thievery. Science fits well as a knowledge skill in the vein of Arcana, Nature, etc. Politics is the odd-man out- should it roll into History? It would be easy to add a “Current Events” note to use of the History skill, but saying “I’m rolling History to figure out what I know about Megacorp XYZ” sounds weird.
On the other hand, is there anything that should be taken out? The only one that jumps out is Religion- the gods and the divine play less of a role in Future Fantasy, and knowledge of cults and the like can therefore fall under Arcana (or History). Related knowledge likewise falls under Arcana.
Get rid of one skill but add four? 3 of the 4 are all techy skills, kinda sorta, which makes playing such a character a big investment, unless all the Tech classes get tons of trained skills. Something to think about.