I didn't mean that there were hard cap's to skills per se, but the effectiveness of some skills diminish greatly at certain levels and for different speclines. For example, my Polearm armsman could be speced 2 ways: 50 pole/50 slash or 50 pole/36+14 slash. These 2 specs have the same effectivness according to meatshield.com. The guys at that site are beta testers and have done hundreds of kills at 1 skill point intervals to prove this out (they actually did find a 2hp difference, but at the 50 lev in rvr, 2hp's per swing don't matter).
They've determined that the polearmsman going over 50 on the slash end of the above spec lines do absolutely no good. So although there is no hardcap and you could spec a poleman at...say 50 pole/40+15 slash, you'd be waisting skill points in doing so.
Now if the poleman takes the Polearm past 50, it does help the max damage greatly. So a specline of 50+10 pole/36+14(or just plain 50) slash would do a lot more damage.
Another example: im building an infiltrator and every 50 infil i've talked to has told me not to take stealth skill to 50. You get the same effect if you spec...say 35+15 stealth. (As an aside...I don't know if going over this say 40+15 would be better, so that may be different from the poleman example above).
My point in the question is since i'm building a spellcrafter, i need to know where these caps become useless and which ones i can push to the sky for max effectiveness, so to speak.
Sorry if this is confusing, but i appreciate the help. And thanks for the spellcraft calculator, i got it now.