We want MEANINGFUL choices.
Choosing between generic perk #37 and generic perk #54 is not meaningful. It's irritating.
*sigh*
No, you just want to complain. That's all this forum is. Even positive topics are quickly swamped by negativity and petty sniping.
Some people wouldn't be happy if they were crapping diamonds. Take, for example, they guy who didn't like the perk to make heavy armour weightless... he thinks it's stupid, and I happen to agree with him. I personally find it ridiculous. So I don't pick it. I make a choice, and then, that choice has in-game consequences, which I then have to contend with. See how it works?
Haplf the complainers in here have also complained that their RPG isn't "number-based" enough, yet half the perks are full of numbers. Numbers numbers everywhere. Increase damage by 20%, 40%, 100%. 30% chance of critical hit. But noooooo, apparently these aren't "good" numbers, but "filler".
Does the perk system have its problems? Yes. Lockpicking and speech are, from a purely empirical results POV, useless. But they do fit nicely into a
role playing scenario. But noooooo, it's not role playing enough, apparently, because of the numbers, or the phase of the moon, or the tides, or the fact that some people are recidivist complainers who would complain about being given a Ferrari because of the price of gas.
Largely though, I've found the perks to be a good way to build different characters, with different strengths, who can do very different things. I give perks an A-.