I agree, but this is at least partly down to how well the descriptions are composed, because that is pretty much the only difference between a skill and what Vercel does. It might well be there's a need for changes to surrounding prompting from the tools as well, of course.
If the end user is not crafting skills “correctly” and they aren’t getting picked up as a result, then that tells me the ecosystem around skills detection and the documentation surrounding it needs work. Ultimately the interface presented to the end user is “put these skills in, Claude will look and decide if it needs them”, but no additional tooling warning or guidance if it doesn’t work as expected. It’s just silent failure. Pretty garbage UX
Exactly, many people seem to not understand that frontmatter’s description field needs to be longer „when?” Instead of shorter „what” - this is the only entry-point into the skill.