The problem with "outdated and useless knowledge" is that ArM Abilities tend to be broad, and tech hasn't been advancing all that quickly. Yes, sure, Area Lores and Organization Lores do die, but . . .
Consider someone 900 years old, who, because of lack of motivation to actively learn anything, has only been gaining 2 Exposure XP per season (8 XP/year). Now, we further assume half of that somehow wound up in various now-useless Abilities, or replacing things that went useless with time (like his original Native Language). That still leaves 900 years times 4 XP, or 3,600 XP total.
Let's set aside the two-skill concentration idea, since this guy lacked the drive to do that. Instead, he just did a whole bunch of different things as he lived his long life, and he wound up with ten 8s (Animal Handling, Awareness, Carouse, Charm, Folk Ken, Guile, Hunt, Ride, Single Weapon, Survival), ten 6s (Bargain, Brawl, Craft: Carpenter, Craft: Farmer, Craft: Stonemason, Etiquette, Intrigue, Leadership, Profession Merchant, Stealth), six 5s (Area Lore: Current Location Now, Athletics, Craft: Blacksmith, Great Weapon, Living Language A, Teaching), and six 4s (Bows, Chirurgy, Concentration, Living Language B, Swim, Thrown Weapon.)
He's not utterly supernatural in anything, no, but, he's incredibly broadly competent at all sorts of practical life skills.
To bring such ancients down to Earth, a realistic "Abilities not in regular practice decay with time" rule would work; the shortcut to do that is to fiat-limit the immortal to some reasonable number of total XP, on the theory that he's losing as fast as he gains.