It seems odd to me that a game that bashes you in the face with it's realism has a "hide" function that essentially allows you to turn invisible (depending on skill). The game has built in world objects for players to use to "hide" no tab targeting and a very small targeting range in general. An invisibility seems out of place

Suggested change to Hide is as follows. Leave hide in the game but allow hide to determine your ability to be tracked.

A brief description of balancing. At lower levels of hide vs track hide should always win out as both skills become higher track should begin to even out possibly allowing a track player to win out vs hide at top levels.
Hide should no longer slow your movement but should drain energy faster (amount drained based on skill level?)

NEW ABILITY: Track
Track would be implemented in conjunction with the new hide mechanics. Track would not be totally reliant on player tracking. The primary function of track should be to assist hunters in tracking animals. With the purposed implication of zone control and pvp encounters.
This skill should be difficult to level, should require the player to stoop kneel down and have a moderate casting bar. IMO this skill would work best with a flat skill mod determining what the person is able to track Example 0-5 raccoon 5-15 coyotes etc... . With skill level having only an effect on things the player is capable of tracking and energy used. The size of track should remain unchanged since adding some area control and ability for hunters to find their prey is the goal and not to give the members of a hunting party the ability to track and grief large areas.