I like floating caps. I hate hard caps.
There are some effective hard caps or were.
In essence from what I get so far in W5 from playing:
UA - Floating cap based on other players = Uncapped
MC - Floating cap based on other players = Uncapped
Marksmanship - Floating cap based on highest q wood = Gradually increasing cap, essentially hardcaps when trees plateau, generally this happens often around 160+, good luck ever pushing trees to 190+. = Floating->Hard Cap
Exploration - Cap at around 10k for foraging, floating on other players = Hard Cap ; There's a work around for stealth
Stealth - No cap = Uncapped
Sewing - Cap based on farming/other stuff;floating = Gradually increasing cap
Smithing - Based on highest metal and clay, once highest clay is found hard = Hard cap
Carpentry - Based on highest wood, eventually plateaus =Floating->Hard Cap (You'll pretty much never get past q200 trees until your cows break q200 bones and your survival is past it, or in the case of troll bones maybe a bit higher like 300, the floating point should pretty much reach an asymptote around bone q but then pass it with luck)
Cooking - Based on farming = Gradually Increasing
Farming - Keeps going albeit slower than w3 = Gradually increasing
Survival - Capped with bones mostly, never going to need past a certain point (Troll bones I assume) =Hard Cap
I consider a hard cap anything where you can't get past a certain point of use no matter what at the current moment (or well over a year's worth of worth to past the hard cap), a floating cap raises and decreases based on village, floating->hard is where you go through stages but have an end hard cap you won't get used pass.
UA - Uncapped
MC - Uncapped
MM - 300~500
Exploration - 10k (Uncapped for players)
Stealth - Uncapped
Sewing - Gradual
Smithing - Hard Cap (100~200)
Carpentry - Floating->Hard (200~ ; Bone Q)
Cooking - Gradual (Uncapped)
Farming - Gradual (Uncapped)
Survival - 500~ (Bone Q)
Essentially most things are capped, the only things uncapped are UA, MC, EXP and Stealth. Everything else has a cap for a certain period of time. Cooking and farming may gradually increase but they are capped wherein you'll only need to spend a little more each harvest to go a little farther.
UA is effectively capped against animals with that new combat change I believe (400 or 2,000 UA won't matter against Mr. Bear), MC probably about the same, so it's just about versus others. Stealth while it seems useless gets beefy at higher levels, if you have a guy with 200k stealth it'll take a guy with 100k stealth too long to ever be able to see your scents, I've tried it before. Once he has 130k though he can see them within a few tries.