What I like about burglary:
When I started playing, I made all of my players tell me about their characters. One of the things which said they needed was a profession. That is, when they're not fighting monsters, what do they do?
One was borderline homeless, who was hired by various gangs/crime syndicates as security or muscle.
One was an heiress of her father's media empire who ran a blog about supernatural conspiracies.
One owned a jazz club.
One ran a diner (a Coney Island, our game's in Detroit).
One said he was a thief.
That's how he paid his bills. He was a thief. He stole and fenced goods. The burglary skill let him be pretty good at this without it being all he could do (he's also a practitioner). So he can steal, he can pickpocket (we moved the trapping in game), he can case buildings, etc. He's not good at investigating, not good at scholarship, fixing things, or even hiding. But he is good at picking locks, finding weak points in security, lifting a wallet, and getting away.
If he had to buy a ton of stunts to do this, it wouldn't be a viable character. If everything were a declaration, it wouldn't be a viable character. He couldn't use magic and steal.
So this is one of those "groups of trappings" skills that allows characters to do a bunch of fairly specialized things. It doesn't need to be as broad as Scholarship (which I think for many games is too broad) or as narrow as Fists.