True. The other issue with combat is where it occurs in a given order, if a player isn't there to post, you have further delay.
I think if I were to try and whip up something rules lite, I'd probably start with the aspects from the FATE syste, ... let the characters define themselves that way, and if a skill could reasonably be expected to fall inside that aspect, yep, you have it.
Give a pool of points that players could use to buy other skills, increase a skill level, buy advantages / disadvantages (which get you a few extra points), and you could probably whip up a rough and ready character in fairly short order.
Maybe use a variant of the FATE combat system, where you can use successes and failures to apply temporary (and not so temporary) aspects to the characters or enviroment.
Take the Bloodbowl dice rolling. Compare skills. Equal, roll 1 dice, result ranges from failure to success. One side higher skill, roll 2 dice, higher skill picks which result gets used. One side REALLY higher, roll 3 dice, higher skill picks.
Alternately, the FATE dice set with + / neutral / - can determine how well, or badly, someone does.