Sneak: I will take pretty much every perk in this category.
Pickpocket: Theranked perks plus poisoned, misdirection, and perfect touch.
Lockpick: IMHO these perks can be done without so no need to waste valuable perks there.
Speach: I only want persuade, bribe, and intimidate since I am not playing a merchant.
Light Armor: I will go unarmored so no need for light armor perks.
Alchemy: Probably won't take any of these since they are more conveniences than necessary.
Now I'm ready to develop the fighter side. Where before I focused on towns and cities, now I want to get into the countryside. Along the way I need to seriously develop one handed (sword) and block. I will probably have developed someone handed already, but I will have to start slow in terms of who I take on in a straight fight. That's OK, over time I will develop one handed, block, and marksman, taking most one handed perks and many block perks. Pretty soon I am as capable a fighter as I am a thief and I'm ready for the MQ.
Archery: Perks here will be lower priority. I would love to get them but for this build I don't think that I will be able to manage it.
Block: As an unarmored fighter some of these will be necessary. No need for the "bash" perks since I won't have a shield.
Heavy Armor: Playing unarmored.
One Handed: Will take every sword and general perk on this tree.
Smithing: Maybe some one steel perks to improve, not craft (I prefer to stick with steel)
Two Handed: Not my character's style.
Magic: only illusion and probably resoration. I would like some illusion perks but they are lower priority.
P.S. Anybody that thinks that the new system doesn't require some advanced thought is kidding themselves. Picking the wrong perks is potentially just as disabling as picking the wrong skills.


