First to say, the Gens' skills in this version look inferior to other version (low initial level, small effect, only some items can increase skill level). The generals, strong because of Special Units, Title, and Attributes... But I think ET made a revolution about skills in this version, the skills are really different, you need to think more when, how, and which to use your active skill, and mix units to make the most use of the permanent skills.
Hopefully ET will make changes, players can answer the Questionnaire they make and I think we could get skills changed or (at least) increased by skill points.
The skills split into 2 types, some sub types, and the MAXIMUM LEVEL of skills is 4.
1. Active skills: the most important, I think, makes General unique.
2. Permanent skills: split into
2.1. Unit specialization and Weapon specialization skills
2.2. Terrain, Weather and Neutral skills
2.3. Administration skills (Consul skills)
One more thing is, you should consider the skill set of Generals, then the LEVEL of skills, rather than one or two good skill that not fit his attribute (it's useless to have Archer skills in Gens that have 10 Ranged capability). If we can change skill, that's a different story.
I. Active skill:
Red: bad, White: normal,
Green: Good,
Blue: very good.
1. Headhunting: (very good skill, easy to use) Guarantee current round maximum DMG (counter attack also), level 4 lower the cool-down to 2 round.
2. Outburst: Charge guaranteed for current round, cooldown 5-2 rounds. Especially good for attacking with Charge Units.
3. Interception: Clear mobility, make sure the enemy can't move, attack the next turn (they can counter attack though). Cool-down: 2 turns at Level 4. Equally good defending or attacking, especially good when capturing cities, or encounter strong generals.
4. Forced March: -1 Movement Mobility Cost, last 1-4 rounds (level scaling), 5 rounds cool-down, activate on the General ONLY. Best to use when you need to reinforce other front, or rush capturing cities.
5. Equipment Destruction: Lower target unit mobility by 1-4 points, 5 rounds cooldown. This skill (according to comments), permanently decrease the mobility of enemy unit, there's no skill like Intelligence Expert to anti it, BUT the cooldown time is so long, noway to level up, and only low tier gens have this skill.
6. Pathfinder: Add 2 Mobility to target unit, cooldown 5-2 turns. This a very good support skill, if a strong gen finished 2 attacks (or 3), he can attack once more with this skill activated on. The cooldown time is shorter level up, but no item to increase level, and it's a support skill only.
7. Helmsman: Naval unit +2 Mobility this round, cooldown 5-2 turns. Pathfinder for navy. And til now only one gen has this skill.
8. Desperate Wager: Target unit attack cost -1 mobility this round, cooldown 5-2 turns. It's good to attack more, but we need so many thing (Ravenna Crossbowmen, Woad Rider...) for a general afford 3 attacks. But in situation when the gen has 6 mobility left after moving, this skill help guarantee another attack.
9. Shackle: Target attack cost +1 mobility, cooldown 5-2 turns. The opposite of Desperate Wager, limited use.
10. Plunder: get some Gold, and wait 5 turns for another time, that's not enough.
11. Loot: the same with Plunder, not enough with the long waiting time.
12. Guide: Protect units from Terrain and Weather attrition, last 1-4 rounds, 5 rounds cool-down. Til now it's unclear about the terrain and weather attrition, need more testing to assess this, but I think it's not very useful.
13. Engineering: Immediately increase city Durability by 10-40% (level scaling), 5 rounds cool-down. Good when defending, and defend is not much a problem in this version of EW, we should go attack and capture cities; this skill has limited use.
14. Tunneling: Immediately decrease City Durability by 10-20-30-40%. This the counter of Engineering, and especially good when capturing cities.
15. Espionage: Disable target city fortification in the current round, cooldown 5-2 turns. Limited use coz it's ignore the defend capability of city, but a good skill for siege.
16. Formation: Increase 10-15-20-25%(?) Counter attack Damage of target unit. Good for defending, and counter attack only has high damage with archers, so it's limited use.
17. Fatal Blow: Increase attacking damage by 15-20-25-30% (?), 5 rounds cooldown. Very good skill, but for attacking only and a long cooldown time.
18. Master of Archery: Current round Ranged Damage increase by 10-15-20-25%(?) (counter attack also), 5 rounds cooldown. Best skill for an Archer General, but cooldown so long.
19. Master Arsonist: Immediately lower the HP of target unit by 10-15-20-25% (?) and cause burn (8% damage each stack each turn), 5 turns cooldown. This an overpower skill that only some low tier gens have. Long cooldown and noway to level up, it's more than good but not excellent.
20. Composure: Lower target unit DMG by 30-40-50-55%(?) (counter attack also), 5 rounds cooldown. Good when encounter strong general, long cooldown time.
21. Armor Piercing: Target unit takes 10-15-20-25% more DMG this turn, 5 rounds cooldown. The thing prevent this skill to be fully blue is: only low tier gens have it, and the long cooldown.
22. Calmness: Immediately reset active skill cooldown of any general, 5-2 rounds cooldown. That's an excel skill for supporting, but supporting means you can't go alone.
23. Rage: In current turn, DMG + 15-18-21-24% (?) and DMG received + 10-15-20-25% (?), 5 rounds cooldown. This kinda bad for both sides, but when attacking, we received counter attack damage from the front stack and archers; this skill best to use attacking unit without archer, and we have others to take the damage in enemy turn. Good if use the right way, but bad if wrong time.
24. Concentrated Defend: Target ally unit: reduce attack damage 20-15-10-5%(?) and reduce damage taken 15-18-21-24%(?). This a good skill but til now only some low tier gens have, and I don't like defending.
25. Call Reinforcement: Immediately heal the gen's troop only for 10-15-20-25% (?), 5 rounds cooldown. Only use for the gen has this skill, and long cooldown time.
26. Detain: Decrease enemy HP by 20% and restore our HP 5%, 5 rounds cooldown. Vampire skill, Til now only Baibars has this skill, and noway to level up.
27. Medical Mastery: Restore 25% of max HP for the whole legion, and dispel poison, cooldown 5-2 turns. Til now only low tier gens have this skill, and noway to level up but if it's +25%HP each 2 turns, it's really the best skill.
28. Poison: -5% HP each stack each turn, last 3 turns, 5-2 turns cooldown. The thing prevent this skill to be blue is: only low tier gens have it, noway to level up and 3-turn is a long time.
29. Euphoria: Increase Target ally unit Morale by 10-15-20-25, 3 rounds cooldown. The role of Morale is still unclear, but I heard that it's +25% damage when morale up.
30. Disturbance: Decrease enemy unit Morale by 10-15-20-25, 3 rounds cooldown. The low enough morale enemy can't counter attack.