For a while I fiddled with a house rule I called “chained actions”. My thought was to use one roll to affect the next roll in certain situations. Imagine a leader of a ship’s crew needing to direct the bridge pilots? Both Piloting and Leadership makes sense, so perhaps make him roll Piloting with success and advantages affecting the follow on Leadership roll. I liked it at first but too clunky and slowed play with extra rolls. But, I still wanted the leader with pilot experience in that situation to have some sort of an advantage over the leader who had never seen the bridge of a starship before.
Then I thought of a much simpler method. Using the “Right tool for the job” concept, I thought what about making certain related skills a “tool”? So that Leadership roll would require the character to have Piloting as a “tool”, if not apply setback to this Leadership roll when he directs the bridge? Fixing a droid’s brain using Mechanic? Perhaps consider Computers skill as a “tool”. The character rolling the action could use the game rule of “skilled assistance” to meet the requirement of the “skill tool” as long as the other character helped him or her.