150? No, you get 166 skill with 10 supporting base ability. 110 base skill at level 20 and 8.5% bonus per base ability point above 5. So if we're counting +2 Junkyard Surprise, you can get up to 166 crafting (or any other) skill with 8 int (or other base ability).
Oh F*ck! Wiki "Every point in base ability above 4 increases the effective value of dependent skills by 10%, while every point below 4 decreases it by 8.5%." is Wrong!
True formula(calculated with help of my chars): 8.5(not 10)% bonus per base ability point above 4(not 5!).
But you can put skill points into other skills as you level up. You don't need to max every starter skill every level, especially if you're in a position where that's not required to progress or in need of those skill points. I usually never pick biology when I start out, but I put 20 points into it when I first level up just so that I can get the doctor feat, but that leaves me with not having maxed one or two of my starter skill, but I make sure I sacrifice the skills I don't need to have a high level at the moment, relative to my character level of course.
It's semi right)
You need only "full investment" in battle or psi skills(guns+throwning, melee+throwning, 2-3 psi skill). Let it be 2 skillpoints.
You can do "almost full investment"(Up to 85!!!) in hacking+lockpicking skills(You are not masochist, nor some crazy powergammer right? And don't tell me "i don't need any of these cuz i'm super-pro!" or"Lockpicking and Hacking for Loosers!"). 2 skillpoints.
Dodge+Evasion - comes in combo variant imho! Good one if you are not planning to go in full metal
panic unit(95% encumbrance metal helm, boots, armor) or full stealth run(well, good luck here!). + get Tabi Boots and Siphoner Leather for moar slippery! "full investment" in this one for me, but its depends on your play style.
Stealth - you don't really need this if you are don't plant to be super ninja or go for pure sniper. Yep, sneak mechanics is not the best here and all quests can be done with +stealth items and brain(main component!).
Traps - you don't really need this, but it can be rewarding in exp equivalent(if you are playing classic variant) but without perk it can be veryyy long way to take all mines(Rathound King Lair, hehe).
Pickpocketing - nice one! Some items can be only pickpocketed from npc's + alternative way for moneymaking. But not really necessary one.
Crafting skills - see above( I prefer Mechanincs+Electronics combo for guns user; Tailoring, Mechanics, Electronics, Biology hard combo with very specific points allocation for psi user)
Social skills - money not a problem(i want but really can't spent skillpoints into Mercantile) , intimidation < persuasion, that's all.
All i can tell that 40(120) skillpoints is very small amount that you must allocate(in comparison with the Fallout, you can train some skills from NPC/items and it's cool!).
Yep, some skills needed for quests...