Next time I play Fallout 2 I will make a Jinx, Unarmed character that focus on Doctor and Traps and won't use any companions. Why? Because I can and I bet I will have lots of fun playing that character
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Just because some skills are not as useful as others, doesn't mean we should get rid of them. In cRPGs where the player makes their own character and it is focused on story, having numerous skills helps the player define the character and make it how they want that character to be.
You guys talk about merging skills and all of that, but that is Power Gamer, Min-Max talk. I am definitely not a player like that, and one of the reasons I love Fallout and consider the classic games my favorite computer games ever is because I can make characters the way I want to, I don't care if I pick useless or less useful skills, I don't care that Small Guns are OP and Unarmed isn't, I don't care what others like, I like crazy builds that make me an underdog, and not a OP death machine because I picked the most useful skills, stats and perks. With that thinking we would have to get rid of all the stuff some people say it's useless or not used enough and then we would have only the "perfect" Skills, Perks and Stats. We would end up with just a handful of perks to pick from, we would end up with just a handful of skills to pick from and we would be forced to make "perfect" or almost perfect builds.
I would go even further and say that Fallout doesn't have enough skills to pick from. I would divide some skills into more:
Speech should have been at least 2 or more skills (Haggle, Bluff, Flattery, Intimidate, etc). Small Guns should (at least) have been divided in One Handed Guns and Two Handed Guns, or we could take it even further and divide it in Pistols and Revolvers, Rifles and Shotguns.
Science should have been divided into several skills too, stuff like Chemistry, Physics, Mathematics, etc. Repair should have been several too, like for example: Electronic Tinkering and Mechanical Tinkering or whatever.
Traps should have been several skills too, like Mechanical Traps and Explosive Traps.
Unarmed should have been divided into several skills too, like Boxing, Wrestling, any Martial Art you can think off (Judo, Karate, Kungfu, Taekwondo, Capoeira, etc).
And so on and so on.
But knowing how much time Black Isle had to develop and make both Fallout and Fallout 2, what they had to deal with their technological limitations, the scope of the games (Fallout 1 scope was very small and Fallout 2 was rushed so much they couldn't do all they wanted to), and that computer RPG games will always be more restrictive than tabletop/pen and paper ones. I am quite happy they managed to include some skills that are not "useful". I could only play so many times with a Small Gun/Energy Gun/Speech expert that always picks the same skills and perks and plays the same way... I would have been bored of the classic Fallout games years ago. Instead, I play Fallout 2 pretty much once a year since it was released and play Fallout 1 once every few years too.