>So like any good RPG.
Yes, if the RPG had alternate routes. Fallout 4 doesn't. It's either get these skills, or don't use a major touted feature of the game. You can't buy it, you can't "win it", you can't capture it, you're simply bound to have to do it.
>Never had this problem DESU.
Pipe pistols are obsolete the moment you get them. The 10mm pistol requires level 25 to fully unlock, but by then you really shouldn't be using a 10mm pistol. Likewise, the .44 pistol is decent when you first get it, but by the time you can fully upgrade it, you're using it just because it looks cool. So, it really becomes a "I GUESS YOU COULD USE THIS IF YOU HAVE AMMO", but there is no real shortage of ammo.
>-Because T-45 is easier to repair
When has repairing power armor ever been difficult? When would you have the fusion cores, but not the scrap to use it effectively?
>Because its easier to make a lot of them yourself then it is to go around to every shop and buy the 4-5 they have.
What exactly are you making? When is there ever a shortage of anything particular? You can't make ammo, and stimpaks are insanely common.
>-Because theres still a lot of shit to buy, especially in the DLC, and DLC shit is expensive as fuck.
Ok
>But those are some of THE most useless perks in the game, except Blitz which is just super overpowered.
My point is they're notable. They do SOMETHING. They're not "Reduces radiation damage from drinking water" or "Keeps your aim slightly more steady" or "Improves your stats at night."
>Just
I'm honestly putting in this category anything I would never see myself taking except for settlement mechanics.
I would never get medic, chemist, demolitions, local leader, cap collector as well as armorer, science, robotics expert, blacksmith or gunnut if it wasn't for the crafting mechanic attached to it.
I suppose if we're looking at it as "IT DOES NOTHING ELSE, BUT CRAFT" then sure, there are 4. 5 if you want to throw in local leader.