No. I’ve played games with skill caps*. Where the player can assemble a party that has varied skills, that can kinda work. Liberal Crime Squad, where the entire point is to build and manage teams, has livable skill caps: they’re based off of stats that increase with experience, and if that fails, someone else can fill in.
You take something like GearHead2, though, and the skills have a fairly strict cap both in number the player can have & amount they can be raised. With NPCs being comparatively ineffective, they couldn’t pinch-hit for the PC. Basically, the skill cap became an artificial limit on the content one character could experience.
(And grinding up new characters was seriously non-fun, IMO.)
*Defined as “limiting a character’s ability to attain maximum usable proficiency in all skills”. Fallout 2 stops the character at 300% in any given skill, but it’s possible to have 300% in everything. (100% is generally enough to do anything; more than that only helps in combat or other negative-modifier situations.) If Cata-skills couldn’t increase past (say) 15(99%), no matter what, that would be a max but not a cap for my purposes.
TLDR: I also rather like becoming superhuman; given the current state of NPCs, I think a skill cap is a “solution” in search of a problem.