I very much prefer seeing all the options from the start but there is a case to be made for concealing which skills are made available in future levels. Causal players could benefit from not being overwhelmed and being in the dark enhances the sense of discovery as you pointed out earlier. Playing Pillars, I pretty much just went for the skill I thought sounded most interesting, thinking nothing of utility. So my character ended up pretty bad (especially for a Cipher) and for a second playthrough (if I ever finish the first one) I'm definitely going to print out a full skill tree for my class of choice. Yeah, but my bother wasn't as much of the availability of information as it was about the chunkiness of the whole level up process. All skills could easily have fitted the screen at the same time, allowing a simple click on the skill you're interested in rather than jumping through 9 (or more if you chose the wrong direction) on the way. Not to mention the hassle of comparing two different skill trees on the opposite side of the carousel. Yuck!