That kind of group skill spread optimization makes sense as something that could grow organically out of adventuring with a small group over an extended period of time — when we hit a challenge we can’t cover, someone (or maybe a synergy of someones) develop techniques for handling it.

To do that for story roles, it strikes me that you need similar “story scene challenges,” noting that the failure case isn’t “we don’t defeat the scene” but “dramatic hook comes up, but interplay is boring” which is kinda-sorta the opposite.