Just curious on the community's assessment are which skills are valuable for their main character.
Those are the three skills I consciously undervalue.There is a limit on poll options, so I chose to omit Vigor/Control/Endurance skills
"The truth is in the comments."If there is a limit on poll options, then this poll is already skewed and prejudicial toward the ones the OP thinks are important, so what is the point.
I don't know how long I could handle playing without the renown-printing perk at 125 Trade. If there was a way to level trade for a companion in my party (The only way seems to be to send them off on a caravan) I would never spend the focus on myself.I chose trade but I also don't invest into engineering, although I plan to when medicine get's revised and INT built hero become more useful. As it is, only steward raises well and steward gives it's main bonuses from a companion just as well. Charm's effect is questionable to me, but I will raise it late game when I don't know where to spend a FP.
I like to make my MC the scout for some good leader only benefits, including Keen sight (with mounted patrols on leader) and uncanny insight. In my experience a 10 cunning MC will get 300+ skill pretty early in life (before old age range) and be able to make good use of it.
I think the first 2 medicine perks are a must have on MC, to heal you after battles. More would be good, but it's really slow to go higher
I like to get bow and riding to 250 too, although you could be fine with less.
Polearm is 'might as well' since I use it, but I can be fine with zero skill too
Tactics is good since I have cunning, but not a must have. Roguery even more so, 'might as well' though.
Leadership is really good, but because it takes so long to get the very high levels, I just use the 5fp and am happy if it gets over 150 someday.
Smithing can be done on clan members but I have done it on MC before. I don't usually do much smithing because II almost never wait so I have no stamina.