From my own set, the full bunch of skills with Personality as a major are Illusion: Visual (because a large part of that would be being able to remember and reproduce faces, expressions gestures, etc), Mysticism: Convert, Manifestation: Cast, Deception: Disguise, Deception: Bluff, Manipulation: Praise, Manipulation: Threaten, Connections: Fence, Secrecy: Decode, Secrecy: Intercept, Mercantile: Haggling, Speechcraft: Language, Speechcraft: Culture, Guidance: Strategy, Guidance: Leadership, Thaumaturgy: Prayer, Nature: Bond, Creativity: Art, and Creativity: Music.
For those unfamiliar with my skill list and don't know what the heck is going on up there, my set has skills that are split into subskills (so Language and Culture go under Speechcraft). The subskills are the ones individually raised, while to not overwhelm creation, the main skills are what you pick as Major/Minor. So while making the character you'd choose Speechcraft as a major skill, and all three subskills get the bonus to speed of being a Major. Speechcraft is what you'd see in the character sheet, showing you the subskills and their scores when you highlight it.
Most are fairly self-explanatory. The old "Speechcraft" skills (Praise, Threaten, Bribe) were moved to Manipulation, considering you're basically trying to force the desired result out of a conversation. Speechcraft itself is now more literally your skill in conversation, including expressions and slang and cultural norms/taboos. Language relates to foreign languages, which I don't think needs to be separate skills for each language as it was in Daggerfall. My thought on it was for Language to be the skill, and individual languages to function like perks that are attached to it. You would, of course, have to
learn them to add them, not just learn new ones at certain skill levels.
Secrecy skills are for characters like agents, professional guild thieves, assassins, etc. Understanding the way people think, and what patterns they would/wouldn't recognize, are why I put those under Personality. Guidance skills are for direct interaction with allies/followers, training them, giving them commands, and so on. Obvious reasoning there. Bond is effectively an animal-training skill, sort of a Speechcraft for things that don't speak. Animals could take roles of followers, be taught to respond to certain calls as a very basic form of taking commands, hard to intercept communications from messenger birds, etcetera.
Creativity skills would have several uses not quite fitting under other skills. Art has an obvious function as a way to make money, but can also make one more popular with the hard-to-please nobility, affect fame with tapestries and paintings of yours or other people's exploits, and from a direct-use angle be used to customize the effects of mask/clothing items, such as a frightening mask that hampers enemy morale or flashy clothes that make a bard more likely to be noticed or talked to. Music would have similar effects; affecting disposition and emotion, an access point into high society, spreading tales about events, and so forth.