Perhaps these may be currently implemented as intended, but I wanted to offer some ideas for tweaks to skill quests for consideration. Main theme here is that melee quests have so little randomization, but skill quests seem totally random, so i am suggesting narrowing somenof the randomness, so you can plan a bit better for skill questing.
1) more evenly distributed skills in hourly quest options:
Every hour we get 9 quests, and there are now 10 (maybe 11 soon w/ jewel) skills giving quests... so why can you get 2 of the same skill in an hour? Repeats made sense and were required on initial release with 9 slots and only 5 skills giving quests, but it seems too unpredictable so far post-update. Its bad enough that you might get a skill you want, and end up with a low level material you dont want to grind, but not even getting the skill at all kinda dissappoints.
2) weighting quest material level based on points:
Currently it seems no matter how many skill points you get, you always have the chance of a level 1 requirement quest popping up. And I don't mind it, but perhaps you can weigh it such that as your skill points go up, not only do you unlock higher lvl material, but you lessen the chances of the lvl 1 materal (or lower things in general) showing up? Seems like you can do this with a similar set of rolls like.fishing drops.. the low level stuff is still possible, just less likely once the better stuff gets to be possible.
This would also make uneven skill levels a bit more of a problem, once you get high skill points, as it will be les likely to find a lower quest in your weaker skills to let quests assist in xp gains. So thats either a bonus or a flaw, depending on your design concept for these quests
3) More NPC locations:
I see your logic for not having quests be avaialble from the menu, and anywhere, but, especially now that we have more chances for higher level quests, shouldnt they be more available closer to higher level nodes? Currently 7 of 10 skills can be done from nearly any town map (needs fire, anvil, forge, and scroll use). So limiting noc locations really only slows gains on mining, WC, or fishing quests. I might suggest adding:
Hell (or BR, but narwa is too close)
dungy 4 town
(Or void town instead of hell and heaven)
These places have somewhat limited quest gather material potential, are frequently travelled, and have space for a new npc. The idea being to provide folks in areas well away from existing npcs the chance to at least check the quests and decide to stay there, or go work on skills.