I seem to have a different take on this than most.
I think a lot of the perks were conceived not with the player character in mind, but rather the companions. As one example, all the "Governor" perks are categorically inapplicable for the player, as no one is just going to park their toon in a castle forever, no matter how good the perks are. But a companion might be groomed to prioritize some Governor perks, and that might become useful (assuming all the perks actually work eventually).
I don't think the perks are arranged well, though. At each level, there ought to be a choice between a decent player perk and a conceivably-decent companion perk. Don't make me choose between two irrelevant "Governor" perks for myself. Likewise, don't force a meaningless "Clan Leader" perk choice for a companion. Any point where there's no choice, just unlocks one perk, it needs to be something that could conceivably be useful for either a player or companion ("Personal" or "party member" perks that would presumably be active regardless of the character/companion's party/clan role).
It's well known that many of the perks don't even work yet, regardless of how good/bad they look. Once most or all of them are implemented and working as intended, I suspect that we'll discover some of them are more powerful than they first appear if/when shared among several companions in a party. For example, a "+2 party size" perk is underwhelming viewed individually...but if several companions all have one, well, that becomes more significant.
That all said, yeah, some of the perks (like the Bow-tree food ones) ARE just junk. That perk group might actually have been moderately useful if inventory weight/space and food scarcity in some areas were modeled somewhat closer to Warband. And perhaps these perks were first thought up with that mindset in place. But with effectively-unlimited cargo capacity provided by readily-available mules/etc (even in earliest game, I've never been inventory-constrained...didn't even look at the number), it has become meaningless.
My basic point is that, yeah, there's some cases where some perks just plain need to be removed/replaced, and there definitely needs to be a lot of work done in arranging the trees better. BUT...the overall concept of the perk system might (or might not) be closer to the mark than appears right now, and that may (or may not) become better apparent once more of these perks become actually functional.
I think a lot of the perks were conceived not with the player character in mind, but rather the companions. As one example, all the "Governor" perks are categorically inapplicable for the player, as no one is just going to park their toon in a castle forever, no matter how good the perks are. But a companion might be groomed to prioritize some Governor perks, and that might become useful (assuming all the perks actually work eventually).
I don't think the perks are arranged well, though. At each level, there ought to be a choice between a decent player perk and a conceivably-decent companion perk. Don't make me choose between two irrelevant "Governor" perks for myself. Likewise, don't force a meaningless "Clan Leader" perk choice for a companion. Any point where there's no choice, just unlocks one perk, it needs to be something that could conceivably be useful for either a player or companion ("Personal" or "party member" perks that would presumably be active regardless of the character/companion's party/clan role).
It's well known that many of the perks don't even work yet, regardless of how good/bad they look. Once most or all of them are implemented and working as intended, I suspect that we'll discover some of them are more powerful than they first appear if/when shared among several companions in a party. For example, a "+2 party size" perk is underwhelming viewed individually...but if several companions all have one, well, that becomes more significant.
That all said, yeah, some of the perks (like the Bow-tree food ones) ARE just junk. That perk group might actually have been moderately useful if inventory weight/space and food scarcity in some areas were modeled somewhat closer to Warband. And perhaps these perks were first thought up with that mindset in place. But with effectively-unlimited cargo capacity provided by readily-available mules/etc (even in earliest game, I've never been inventory-constrained...didn't even look at the number), it has become meaningless.
My basic point is that, yeah, there's some cases where some perks just plain need to be removed/replaced, and there definitely needs to be a lot of work done in arranging the trees better. BUT...the overall concept of the perk system might (or might not) be closer to the mark than appears right now, and that may (or may not) become better apparent once more of these perks become actually functional.