these are just a few minor fixes I've made to a couple of skills that i noticed weren't raising as expected.  here are the relevent snip-its... the changes are commented, but its pretty obvious.
1) taunt skill was only checked for skillup if you were not already #1 on the hate list... so when soloing, (or when tanking) you would never see a skill up.  *sidenote: its possible that even when 1st on the hate list, taunt should do something though
client_process.cpp line starting ~2477:
	Code:
					case OP_Taunt: {
					if (this->GetTarget() == 0)
						break;
					if (!this->GetTarget()->IsNPC())
						break;
					sint32 newhate, tauntvalue;
					if (app->size != sizeof(ClientTarget_Struct)) {
						cout << "Wrong size on OP_Taunt. Got: " << app->size << ", Expected: "<< sizeof(ClientTarget_Struct) << endl;
						break;
					}
					
					// nattini: moved skillup check before GetTopHate() check- otherwise no skillup while soloing
					CheckIncreaseSkill(TAUNT);
					// Check to see if we're already at the top of the target's hate list
					if ((target->CastToNPC()->GetHateTop() != this) && (target->GetLevel() < level))
					{
						// no idea how taunt success is actually calculated
						// TODO: chance for level 50+ mobs should be lower
						float tauntchance;
						int level_difference = level - target->GetLevel();
 2) feign death wasnt being checked for skillups... at all, as far as i can tell.
client_process.cpp starting line ~1190
	Code:
					case OP_FeignDeath: {
					if(GetClass() != MONK)
						break;
					int16 primfeign = GetSkill(FEIGN_DEATH);
					int16 secfeign = GetSkill(FEIGN_DEATH);
					if (primfeign > 100) {
						primfeign = 100;
						secfeign = secfeign - 100;
						secfeign = secfeign / 2;
					}
					else
						secfeign = 0;
					// nattini: added skill up check
					CheckIncreaseSkill(FEIGN_DEATH);
					
					int16 totalfeign = primfeign + secfeign;
 enjoy!
-nattini