muaddib wrote:
that sure would be nice and fully apprecited

btw, i assume it requires a sort of program mastery to create cinematics, triggers, spells and so forth?
Not exactly but it sure require that talent or the knowledge to do it right (other than just pure basics) for each domain. Note that most things can be done in the WorldEdit alone without external programs or really advanced knowledge.
CINEMATICS
For cinematics, it often require that kind of "camera talent" if you really want to shine in it. Instead of just plain text transmissions between two heroes and such, I remember seeing some decent snow-like effect with Dread Lords slowly moving away and slowly vanishing. Another case was the night-like setting, darkened trees with black grunts moving behind the trees for an ambush against a human town. Fires everywhere on the human buildings, trees and such plus it doesn't look weird in any way.
CINEMATICS - EXTENSIONS
Having modeling skills sure allow you to extend aesthetic cinematic possibilities (so you are not stuck with core game's models) but you can manage quite many cinematic possibilities without it.
While triggering skills usually allow more special camera control and advanced cinematic actions (ex : guy move in front, explosions blew, guy "flies" half-dead far away in front, camera spins with first-person view of said guy, buildings explode with added explosion effects and so on.)
TRIGGERING
While most people can manage the simple triggering to semi-advanced, it usually need decent logic and/or programmer training to truly make it shine since you can do a lot from triggering : complex maps, "game-in-a-game" settings and many kinds of unusual maps.
Fortunately, triggering is simplified as much as possible in WorldEdit while giving the most possibilities out of it. It's tough at first (heck, I got a programmer background and I had to use 2 weeks just to adjust to WorldEdit's triggering system) but as soon you can understand the various basics, you can actually go far.
It's also a prerequisite for making triggered new spells. Otherwise, you are rather stuck to just use the very same ones with a different description and different values.
TRIGGERING - EXTENSIONS
Modeling can be useful to add graphics to various triggering aspects. For example, a "Ray of Light" triggered spell might look better if it got a more believable custom model of a light ray (which the closest in-game alternatives are Shockwave's beta version graphic and Chain Lighting's effects).
Sometimes modeling can also make a heavy triggered map more "logical" : if you make a turn-based square-gridded map, it might better to make those square models for the ground along with other special models that would fit your gameplay better than anything else.
MODELING
Unfortunately, modeling do require experience in modeling programs and such if you want to go anywhere. In addition, it requires external programs plus the trouble to properly convert your model for Warcraft 3 to use.
The good news is you don't need modeling to make maps at all since modeling is eye-candy but little substance otherwise (a bunch of models with no triggers, terrain, cinematics nor anything else don't go anywhere in terms of gameplay).
OTHER THINGS
Okay, I really didn't cover everything (ex : terraining, sound editing, etc.) and I am probably missing quite a few things but you probably get an idea of what it takes for each more influential domain.
Remember, almost nobody is skilled in everything. Personally, I would have an A grade for triggering, a D in cinematics, a E in terraining, a E in sound editing and a F in modeling. That's why my tutorials tend to be triggering-focused.