I find the layout of the skin modifier quite unintuitive and think it would benefit from an update.
It would make sense to me if the skin modifier would show vertices and cross ections as subojects in the modifier stack and in the modifier itself. Instead there's only the envelopes and everything else is a part of that.
The big "Edit envelopes" button feels counterintuitive. After all what I usually want is edit vertex weights directly.
So from a workflow perspective I would prefer the interface like it is in the edit poly modifier, where I have a "selection" menu with envelopes, vertices, cross sections etc.
The concept of mere selection options as it is now on the other hand is rather confusing to me.
The reason I made this observation is the fact that for many years (as I have to admit) I never realized that "Cross Sections" is not just an option that allows me to select cross sections. It actually prevents the "Orbit SubObject" behavior from working as intended when I work with vertices.
(Toggling it on or off also doesn't have any obvious effect, unless you actually use cross sections, so it's hard to intuitively understand)
Another really helpful addition would be integrating the skin utilities into the skin modifier.
For serious work in games where you have to fix already skinned models or LODs it is an important tool. It could be another menu in the skin modifier.