I would generally agree with this. There's a lot of approaches to skill systems in videogame RPGs, and of course more than one way to skin a cat. But in general I do prefer a system where if you have a skill that it's equally balanced with all the other skills (ie, 2 points more in Lockpicking or Stealth ought to be just as useful an investment as 2 points in Guns or Explosives,) and that's giving you some degree of feedback in terms of where your character "scales" in relation to those skills.
In other words, it's possible in many games for me to think that I'm creating a character that is a super-scientist, but if I'm not investing the points into those skills at the same rate the designers decided a "scientist" should be, then there's an obvious disconnect (and therefore room for improvement.)
The big problem is in term of time scale, really. In a tabletop game the time it takes for me to get my character to the same level of development as a character in, say, Fallout 2, can take years, and many many game sessions. In a videogame that time is compressed into roughly 40 hours or so. The other issue that while in a tabletop game you have functionally unlimited time to exercise your character's unique abilities, in a videogame it's much more finite in scope.
So in a tabletop game it's not big deal if my thief can't open a lock. That's what the rest of the party is for and a good GM has already designed alternate path. The GM can incorporate that failure into the game and it becomes a part of my character's experience. In a videogame there's a real chance that it's just going to be a missed opportunity. And it becomes even more dire the more rare the use of that skill gets.
Which I feel was a problem in Fallout 1 and 2. That Science check in Fallout 2, for instance, I feel was a mistake. You rarely get to make any use of Science, making every possible instance incredibly important. And the really big disconnect was that while all other skills went from 1 all the way to 300 and had clear and transparent bonuses for raising them above the standard 100, it was never clear when it was safe to "stop" in the Science path, for instance. First time I hit that skill check I thought Science 100 would cover me.
When it didn't, I realized that the game didn't feel I'd created the same character I thought I had. And that wasn't as big of a problem to me as the fact that the only feedback I'd had up to that point that I wasn't making an expert scientist with my character was when I failed one of the very few Science checks in the whole game.
So... For Fallout 4 a big wish of mine is balanced skills. Whatever they are (and I'm not big on including more skills just for the heck of it in a videogame RPG) I'd like to see them properly balanced out, with the non-combat skills being just as useful as the combat ones, with clear feedback in terms of failure and success, and my relative progression in those skills as compared to the challenges I'm facing at that stage of the game. More granularity in those terms is usually better, I find, in a videogame setting.