Alright, rewrites with Sanctaphrax's suggestions:
Deceit:
You'll Never See It Coming - Your backstabbing nature may not be good in a straight fight, so you're best at taking out your opponent before it becomes a straight fight. You may roll Deceit for one close-range attack, provided your target does not expect it's coming.
Playing Possum: - If they think you're already dead, they'll leave you be. After any failed physical defense, you may sacrifice your next turn to make a maneuver or block with Deceit to convince your attacker that you've been Taken Out. Since real blood will make it more convincing, if the failed defense results in a consequence, roll Deceit at +2.
Discipline:
I've Seen Worse - You're used to seeing gruesome scenes for one reason or another. Add +2 to Discipline rolls to keep your cool when faced with something gross or fear inducing.
Guns:
Short Controlled Bursts - You're trained in combat firing, and know how to put more bullets on target. When wielding an automatic weapon, you may add +2 to the resulting stress on a successful attack by firing in bursts.
Shooting Position - You know how to position yourself to steady your aim. Shooting from a prone position adds +2 to your Guns roll, but anyone targeting you gets a +2 to their attack roll during the exchange.
Rapport:
Skilled Interviewer - You're used to talking to people and getting them to open up. Add +1 to Rapport rolls when attempting to get information out of someone.
Scholarship:
I Can Read Your Body Like A Book: You may not be an accomplished Pugilist, but you've studied up. In battle, you may use Scholarship, rolled at +1, to make assessments and declarations regarding an enemy's fighting style after you've seen them in motion.
Stealth:
Jungle Camo - You're better at sneaking around in the great outdoors. When you're in a wooded area, add +2 to any stealth checks to remain hidden.
Weapons:
Quick Counter - You're nimble enough to turn dodging and attacking into one fluid motion, catching your opponent out of position as their strike misses its mark. After a successful Athletics dodge in melee, you gain +1 to attack with Weapons, provided you're attacking the same opponent that missed you in the first place.
Variable
Taking The Hit - You're the self-sacrificing type, and try to take the heat off of your teammates. Once a scene, if an ally fails a defense and takes a hit that would require a Moderate or higher consequence to avoid being taken out, you may sacrifice your next turn to interpose yourself rolling your own defense instead. If this defense fails, you take the stress rather than your ally.
And a couple new ones, first for Might:
Judo Master: Reversals are your specialty. If you use Might to successfully break out of a grapple, you may immediately use the result to establish your own grapple on your opponent equal in strength to the amount of shifts you generated past the initial block.
for Weapons:
I'm Taking You With Me: If their sword's in your gut, they can't use it to defend. When you suffer a Severe or Extreme consequence in Melee, you may sacrifice your next turn to take an immediate counter attack on your attacker, with their defense rolled from 0.