This would be helpful for noobs, but it's a rather uninteresting way of dealing with mobs and frankly seems like a waste of points. Dragonflys and silkmoths aren't difficult to catch with a little water and time, rabbits and chickens will gladly let you walk up to them and wring their necks, and ants don't care if you walk all over them (they'll even forget it was you who wrecked their hill after running away and coming back). The only good use against mobs I see are with the aggressive mobs.
It would help those noobs without a modded client, but it's far more effective to hide all large objects and highlight aggressive mobs, and this method costs no LP. I think the game would have to negate this benefit of modded clients and change how mobs react before stealth becomes useful.
For example, for a person with low stealth, smaller non-hostile mobs like rabbits and chickens would be more likely to run if you get too close, dragonflies and silkmoths could fly faster then you could run, and boars, bears and deer could move around more often (and they would have to not hug the river in a boat fight) to make MM more then a cake-walk. Mobs would also have to find a way to hide without the aid of obscuring objects, which stealth could then negate that ability. Perhaps it could work like exploration does for revealing plants, with the exception of aggressive mobs.
Another good stealth idea was suggested in this
2010 thread:
Improvement to the Stealth Skill and Animal Trackingrye130 wrote:Your stealth as compared to an animals sight number or a persons perception*exploration (although this would add another use for perception and exploration, and they are already quite useful as it is) would affect how many tiles you have to move away before it'll disengage you from combat.
Especially for ants :O)