Throwing is unbalanced because the weapons is badly balancing. Throwing Knives is hardy har hah. Flare is good, but the supply is limited and you are going to have to collect each and every thrown flare after battle. Frags is way overpriced for its damage. Plasma is rare. Pulse is actually good and effective against its target (robot) but its type is too rare (Glow and Mariposa only). DONT USE Throwing and sell all the loots.
Unarmed and Melee was set too high originally, but they pay for it by late game's lack of improvement: You wait way too long for Power Fist and then it stay with you way too long until end game. Melee? Super Sledge compete with Power Armor in a quest reward, making it the most expensive weapon ever.
Big Gun is okay. You can use Flamer until you can use Minigun. Ditto Energy guns. Laser Rifle and Plasma pistol as early as Necropolis, with ammo bought in The Hub.
First Aid and Doctor is barely needed, considering they took time, the most valuable resource in Fallout 1. Of the two, Doctor can not replaced if you get crippled and cant get back to healing towns in time. They are good in 2, but not in 1.
Traps is barely needed even if you use dynamites quite a bit. Necropolis Watershed? dynamite set to 3 minutes, drop to each mutant. So you enter battle with they are near death. or Raider Camp, though it's a waste to do that there. Sure, low skill make it explode near-unpredictably. So we set it from 1-3 minutes and take account for it.