Following the campaign example, I use different boolean for every cinematic. I guess I could be more practical and just use one. I think that shouldn't be an issue here.
I set up the skip to end up in the last state with things like heroes standing in the right way, mid-cinematic changes like removing actors, opening door, etc all put in the skip trigger to perform instantly.
For some odd reason, when I skip, I end up in mid cinematic with things going chaotic. That didn't happen with single-trigger cinematic (as in the turn on - turn off cinematic happens within one trigger).
So, normal, working cinematic goes:
1. Cinematic trigger
2. Skip trigger (with instantly setting game elements in the changed position the cimematic did)
3. Any other cleanup trigger that runs either after 1 or 2.
My problematic trigger sequence goes:
1. After mission cinematic ("yay we did it")
2. Still in cinematic cuts to an enemy ("they did it. Now I do something too.")
3. Still in cinematic cuts to heroes returning to the quest giver.
4-5. Dialog offer and result about picking reward while the cinematic plays
6. Still in cinematic learning about the enemy doing their thing which will start a new quest.
7. Cinematic skip trigger that includes trigger 4 but a condition checks if the cinematic was skipped and if it has been, the dialog choice activates an alternative version of trigger 5 which gives the reward but doesn't run trigger 6 afterwards.
I guess you can see the complexity issue here. Triggers 1-6 is a single continuous cinematic. And while they all have the "if boolean true, skip the remaining actions" I don't know whether the cinematic skip boolean can skip all 6 trigger's actions.