Alright! We could just put all your levels in that, but alternatively we could add more knowledges and spread them out more narrowly. We'll see what you want.
There are three kinds of skills: General, Knowledge, and Make. General is the most wide and diverse category, spanning Acting, Appraise, Athletics, Ceramics, Comedy, Dance, Diplomacy, Escape Artist, Guile, Gymnastics, Hide, Keyboard, Language, Oratory, Painting, Percussion, Posture, Riding, Soft Steps, Song, Strings, Swim, Training, and Wind Music.
Knowledge can be summed up in "things you know better than most people."
Knowledge (archives) is general knowledge, gathered from schooling, libraries, your personal connection, local archives of law, and so on. If you want to know general information about something from an academic perspective, roll this.
Knowledge (bestiary) is your familiarity with animals, their interactions, what they eat, how they act, etc.
Knowledge (engineering) is your familiarity with machinery and your society's current level of technology. It is generally inapplicable to developments your people have yet to accomplish, like firearms or complex explosive devices.
Knowledge (navigation) is your familiarity with the world and the act of traveling. It is what you would use to interact with navigation equipment on land, and find the path.
Knowledge (occult) is your familiarity with things of a magical nature, whether you're a mage or not. Even those who cannot cast spells the normal way might have years of study into the unnatural, able to perform rituals that give them access to great power.
Knowledge (religion) is your familiarity with things of a pious nature, which may be more relevant to how you do magic, depending on your background. Some people in my setting believe that the gods give them magic powers, same as in D&D or similar games. This is not true; there is no Cleric class for a reason. However, they have studied ancient rites and practices as part of their religion, which are a special interpretation of magic and allow them to interact with their powers.
Knowledge (seafaring) is like the nautical version of navigation, but also involves how to act on a boat, ways to help out the crew, basic know-how when you're traveling off land, and so on.
Knowledge (wilderness) teaches you how to survive in the wild, gather food, avoid disease, pacify animals and steer clear of plants you should not be touching. It's different than bestiary in many ways, but primarily that it focuses on not letting Nature kill you.