The progress in the 'less meaningful' system is felt more gradually, rather than every couple of/few levels getting a 'sudden' increase. I will grant it can be harder to see for many folks, I am very much an 'old-school' gamer and as such I notice the difference from smaller increases more readily. My intent is not to make individual perks meaningless, but rather to make it such that the combined effect of stacking up the smaller increases makes for a stronger, more balanced whole that does not depend on any one perk to get there aside from the necessity of having the lower-tier stuff to unlock the higher tiers.
Basically I am trying for both quality and quantity, where the 'quality' part is measured both in the individual perks and the end result of completing a given line thereof and the 'quantity' part in the need to take several perks to get to the top of any one tree. The latter is why I would rather have more choices, since it is highly likely one would need to max more than one tree for any given character type.
I noticed some comments on potential loss of 'RP' perks in this scheme: those could either be made into Traits, or incorporated in perk trees at low tiers so you wouldn't need to 'over-invest' to get them.
Well, I guess it comes down to how less meaningfull the perks would be.
I consider myself something of an 'oldschool' gamer too, but the thing is, when I progress and have these extra rewards (that's what they are) beyond skillpoints and HP boosts, I want to feel them (at least to an extent) instead of having the actual 'reward' couple of levels later when more 'rewards' of the same kind have been piled up.
The thing that irked me in Fallout 3 was that I didn't feel the progress much up until I suddenly noticed it after trecking from one extreme to another. And to me, the "less meaningful" way represents just that - very small changes in a long run, or too smooth progress to be noticed in other words. And more over, from the sound of it, to feel anything major I am forced to follow a perk tree. That is not bad in it self, specialization is one of the biggest improvements I hope New Vegas will deliver, but there is no point (imo) in picking 29 random perks if they, individually, do not have an effect on the gameplay other than what the sharpest eye can spot. In my eyes it (the less meaningful style), in a way, defeats the purpose of the perks, because they'll feel too commonplace to be anything special/extra and the intended effects are "viable" (for the lack of a better word) only after stacking them up. And raising effects of individual perks just leads to overpowered characters if they are given every level.
The way I see it, perks should be those extra rewards they used to be. Wanting to "really excell" in a skill should require filling the perktree, but that shouldn't be an obstacle for having considerable (to and extent) and rewarding effects if one is not followed, so that it is worth it to pick them randomly (that would, of course count out the "really excelling" at anything, but the perks would feel like rewards nonetheless). And with 29 perks, I just don't see that happening without becoming overpowered.