I've found the reason behind the unselectable unarmed specialist skills (using head strike, arm slash and leg thrust while unarmed).
So, in skills.json there's only one instance of each skill (besides the edicts), meaning they're designed only for the halberd. This is further proven by the fact the custom requirement checks only if you have a halberd or not. If you do, it's shown, if you don't, it doesn't and the empty counterpart shows up.
The easy way to solve this is to just add "|| user.showEval_headStrike" (without quotes) right after <Custom Requirement>\nvalue = user.customReq_karrynHalberdAttackSkills() and before ";" . But the problem then is that it doesn't have an appropriate animation for kicking (you hit the target just fine, but Karryn just stands there).
I tried to change the animationId within that instance but she still does nothing so I tried to make a new skill entirely but that failed because I don't have the experience to do that (just adding a new skill doesn't do anything, can't get it to even show up).
Any clues how we might solve this?
Hell, bring it up to the dev so we can get another letter (I don't have a legitimate copy so Idk if I should do it) so they fix this bug.