What if we linked all the skills to items Say a ring like item created for each Ajah.. Then give that item negative Synergies: to certain skills and bounces to others. In this way we do not need to eat up skill slots. This way multiple Ajahs can use the same skills. Increasing the amount of skills usable per Ajah.
this could be done, but the trick is giving the player the ability to choose which of the items to use. I could get you some shawl graphics that would work if you can find a way to allow a player's decision on which ajah they want to use.
Another idea that would link into this, have the ajah skills interrelated, ei have the player advance through different ajahs and eventually reach sitter, keeper, then Amyrlin Seat. By doing this, you could dedicate a skill page to the ajah trainings, and you wouldn't need to give detrimentary effects to the ajah training skills. Then you could have these training skills grant passive bonuses, and unlock other skills.
A really neat way to design requirements for the training skills would be basing the requirements on character stats. For example, the brown ajah training could require a high energy (knowledge) stat. The Green ajah skill could require high dexterity and energy, the blue, energy, grey, energy and vitality, and so forth.
Another thought, based on the fact that there
is no maximum number of skills for a character (although you do have to have the same number per class) (there is a way around this though, through the use of items and the oskill property.) is using the items, like a stole, or ring, or amulet, or angreal that would give a +1 bonus to the key skill...though that could be difficult to do, since the player must have a physical point in a skill to be allowed to use its prerequisites...though you could simply require the player to be carrying the item for that particular ajah to use the corresponding skills.