If your players missed part of adventure due the poor lore skills they are choosing bad skills or adventure is better for higher acolyte rank.
Now, if your players are not taking lore skills first everything else secondary in general, your RPG is too much hack and slash and too little real problem solving. Cut down combat, add research and mystery. Show them that they are not playing tabletop version of Modern Warfare, they are playing Role Playing Game.
My games, EVERYONE tries to get at least some lore skills, last game by carefully choosing alternate career ranks and taking some elite advances I had Guardsmen (Officer path) with decent amount of Forbidden and Scholastic Lore skills. For that effort, I allowed him to became Seneschal when we moved to Rogue Trader. That is a good character development, someone who was just brawn at first bt he found that he has a brain for problem solving and focused on that field of research. He did not mind spending more exp then he would with adept to acquire those skills as he considered idea of someone who sees bad things, realizes that only by learning you can effectively combat them and then learns as much as possible about them was much more interesting character concept then "I am an Adept. I exist to learn".
Now, common lore, I will give anyone opportunity to earn them at 100 exp per single one in downtime between adventures, provided their characters study a subjects, and possibility of bulk buy at discount - usually 350 exp for 5 chosen to fit player.
Edited by bojan, 03 March 2014 - 09:14 PM.