I just cited medic skill - per the rules as written you get the bonus to low berth revival with a skill of 2 in medic, 1 point of DM for a skill level of 2.
I can cite incidences of skills being worth 2 points of DM per level, 4 points per level all you have to do is read the skill descriptions. Which you have, so you can do for yourself.
What is missing in the versions you reference is the text cut from LBB:1 but then expanded upon in The Traveller Adventure.
"Skills and the Referee: It is impossible for any table of information to cover all aspects of every potential situation, and the above listing is by no means complete in its coverage of the effects of skills. This is where the referee becomes an important part of the game process. The above listing of skills and game effects must necessarily be taken as a guide, and followed, altered, or ignored as the actual situation dictates.
In some game situations, actual die roll results must be concealed from the players, at times allowing them to misconstrue the reasons for their success or failure. In other situations, the referee may feel it necessary to create his own throws and DMs to govern action, and may or may not make such information generally available to the players.
In order to be consistent (and a consistent universe makes the game both fun and interesting), the referee has a responsibility to record the throws and DMs he creates, and to note (perhaps by penciling in) any throws he alters from those given in these books."
"Situation Throws: In the absence of any other guidance, the referee may always resort to the situation throw. When an incident first occurs, throw two dice to determine its relative severity. A low roll means that it is easy, a high roll means comparitive difficulty. The number achieved is now
the situation number. The player characters involved, when they attempt to deal with the situation, must roll the situation number or higher on two dice. They are, of course, allowed DMs based on any appropriate skills. Tools, assistance, and equipment may also provide beneficial DMs;
weather, haste, adverse environment, or other handicaps may impose negative DMs. It is even possible for a referee to make the situation number greater than 12, thus making success impossible unless the players can provide necessary skills or tools with DMs to get their throw also above 12."
By the way, just as an aside, go read the electronics skill description - notice anything that is now used in nearly every modern version of Traveller?