Yes, I'd personally tie it to skill ranks personally. Making skills actually do the things they're supposed to would go a great deal towards closing the utility gap from the non-caster end.
In particular:
-Heal - Completely obsolete because it A) only heals a small amount of hp damage B)does not deal with ongoing afflictions effectively(especially poisons, since it takes too long, and curses, which it can do nothing about) C) does not deal with nonstandard 'damage' like crippling injuries, blinding(or similar status effects) or ability damage D) cannot fix 'kill' conditions like petrification, domination or just plain death(which even RL heal can manage some with resuscitation). Once it can fix those things at all(regardless of efficiency, just being able to do it at all), it is no longer irrelevant, and only less immediate.
-Craft - Actually using it for making stuff, mostly. Existing Craft is basically only used for alchemicals and poisons, and never used straight(because of how Craft value increments, most decent poisons would take months to brew at all), only with Minor Creation or Fabricate. Screw the magical craft feats, just build it into the basic craft, limiting the types of magic available if you want.
-Survival - Add interplanar navigation routes to it, as well as finding shortcuts that circumvents straight line distance(like, you take this crossroad, hop into faerie, walk a mile, cross over into Shadow, then make a particular turning and pop out 500 miles away).
-Jump/Climb/Swim/Tumble - The Acrobatics & Athletics crew. Add more immediate-travel options, short distance instant movement, alternative movement modes(uberjump, or even ability to hold breath for swimming), actual speed increases, etc.
Thats just the most immediate ones, and not anywhere near a complete solution .