Matthew's answer was solid and excellent. Not disagreeing with anything he said, but I would like to add that there's a bit of guidance / precedent hidden in the 2nd Edition rulebook for making your own Archetype. Customizing your character is in the rules, it's just tucked away as a rare option, rather than being the default.
As Matthew mentioned, on page 24 they talk about swapping skills. In addition:
On page 139 they specifically talk about swapping out the Fu Path on an existing Martial Artist or Old Master character for a new one.
On page 161 they talk about swapping out Sorcery sticks.
On page 178 they talk about how to make other types of Transformed Animal characters, and got into a fair amount of detail. The "template" they use there is:
5 Schticks (with some limitations on how many from various categories)
13 in one normal skill (determined by animal type)
13 in one Info skill (determined by animal type)
12 in one other skill of the player's choice
Attack & Defense: one at 14 the other at 13
Toughness, Chi & Speed: One at 8, one at 7, and one at 6.
So if you are custom-tailoring your own Archetype / Character, you might use those as your guidelines or starting point.
In all cases, as Matthew said, you'd want to clear it with your GM, and make sure both parties agreed that the changes were balanced.