Its too late to edit the original post so here a correction and an addition.
the value for the exp modifier should be float and not unsigned int.
Especially with high exp modifiers there is the problem that you can not even get your most used skills to max before you level. Maybe it would be a good idea to add (at least part of) the exp multiplier to the success chance for an skill increase. So at least your most needed Skills would stay up to par.
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