I am playing in a campaign I made myself using homebrewed rules based on a German pen-and-paper RPG called Das Schwarze Auge (DSA; The Dark Eye in English).
I heavily influenced the character creation of my current group to help them generate flawed, unique and distinctive characters with different profession instead of having them min-max every stat to be the optimal fighter as it often happened in previous groups where I played in.
Now, despite their wide variety of skills, they mostly just rush in the next encounter, fight until dawn and then leave for the next adventure without follwing their profession. Due to their diversity not everyone is suited for every combat situation, which can make some sessions a little boring for a few players.
I'd like to encourage my group into using their non-combat skills, so even characters with sub-optimal combat performance can have their chance to shine, but I neither do I want to simply put in a ton of obstacles, which simply require skill-ckecks to solve - this is rather annoying, especually if you fail - nor do I want to abolish dice rolls and just grant skilled characters a free pass in obstacles regarding their profession, because this would defeat the purpose of an 'obstacle'
My best idea to make skills more meaningful was to encourage my players into role-playing their professions better. Instead of having my blacksmith go to a forge, roll his skill check and return with a new sword, I'd like to have him spending some effort to describe his work as vibrant as possible like heating the forge, checking for the perfect glow of the metal, refreshing it before it cools down. There might even be more skill checks in this process as before, but it feels more like getting something done and I have more possibilites to vary the outcome based on the effort they put in to convincing me they are determined to create something trule outstanding.
However, I don't know how I can suggest this idea without making my players feel like they are forced to roleplay jobs they have no clue about. I don't want this to backfire at me and have them use their skills even less, because they fear they can't describe them sufficiently.
I don't want my mechanic to feel like he has to know exactly how a clockwork works, but I want him to do a little more than to roll a die everytime something breaks and then continues without much effort.
(Interestingly my group has no problem using combat-skills and looking for weakpoints instead blindly swiniging their weapons at an enemy with an armored chestplate.)
So, yea: What way are there to encourage players to spend more time in roleplaying their skills, so they can become a more important part of the adventure?