101 New Skill uses is a bit of a grab bag between new skill uses and just putting a challenge number to certain uses of skills. As ever with skills I found the more mechanical skills to mostly good solid rules, but I found many soft skills such as intimidate to really just clutter up role playing but that is a personal preference.
I most enjoyed skills like acrobatic where the the book offers a robust suite of acrobatic maneuvers for use in an out of combat to really help give characters whom invest heavily into these skills a wide range of options and help set apart skillful characters from rank amateurs. While some uses for skills, like say pole vaulting, are not exactly ground breaking out of the box examples of how to use the skills, the rules offered here are fairly balanced if your group feels they need a rule for such. That said I think most GMs would rather just apply an on the spot DC check than scramble through books to actually look up a rule for something as simple as pole vaulting which leads into my single major complaint with the book.
The one big problem I have with 101 new skill uses is I feel some sections, such as with sense motive mostly give options that if regularly applied would bog down game play with constant skill checks, such a trying to predict your opponents moves round after round. I somewhat wish Rite's Publishing had went down the 3.5 path of including skill tricks players can acquire as those sometimes operated like mini-feats allow you to benefit from your high skill without the need for constant skill checks. I think that would have also helped weed out some of the lesser entries on this list.
Still as it stand 101 New Skill Uses mostly delivers on its premise and a solid buy in spite of its shortcomings, though I think it is slightly expensive for what it offers.
[4 of 5 Stars!]