Appraise is a nice fluff skill, but it fundamentally might only yield a better deal when selling treasure. I've never seen it used for anything except treasure, with the exception of identification of things, which plenty of other skills can cover.
Craft locks is... meh. Will you have downtime to craft things? It can go either way. With your high int, craft is a good skill to have, but it doesn't have to be locks. It could be brewery, jewelry, etc. If you're playing a vigilante too, it might be wise to have a degree of separation between what your alter-ego does and what your masked crusader (or villain) does.
Disguise is another skill that really depends on the campaign. I've wanted to use disguise, and have never actually found a time or place where it would be effective. Also, the penalty for being caught in a disguise can be pretty high stakes.
Nobility is another skill that really depends on the campaign as well. I've never actually seen it rolled. Local was the same back in 3.5, but I've seen a lot of use and value in it in pathfinder. More knowledge skills would be great for you if you're rocking a high int. Maybe a single level dip into bard to get access to all of them + bardic performance?
A lot of linguistics is covered by comprehend languages/tongues. I had a character back in 3.5 who spoke 20+ languages, and I never fucking used a single one. Once again, your mileage may vary.
Stealth can be hit-or-miss too. If everyone in the party is stealthy, it's great. If you're the only one, then your party will be spotted if you all are trying to sneak around. Stealth solo is high risk also, as splitting the party is dangerous, and being alone in the action economy is extremely dangerous. Though, once again, it might fit the flavor of your character and campaign and YMMV.
I haven't used sleight of hand much, either.
But it's your character. You play him (or her) how you want. I question how much utility that spread of skills will provide you.