I found the suggestion brilliant. There are some gameplay design choices I'll have to make, for example: if a switch is needed for a node, do I need the switch activated to unlock the node, or can I unlock it without the switch activated but the ability only becomes available after the switch is activated?
Personally, the first scenario makes more technical sense to me, and I think it's easier to implement as well.
But where your idea really shines is in the possibility of building a skill tree with invisible nodes that only appear when you have a switch activated. This allows access to special abilities related to the story.
As I said, I found the idea brilliant; it's noted down, along with your previous suggestions, to be put into development.
Thank you so much, you're amazing!