That is what it boils down to, and what I've been trying to say. All races should be as viable to get through the game, but not as viable at everything there is to do. You pick race X and you're cut out from certain options and possibilities because of your chocie of race, whereas with race Y you can do those things and be cut off from something else. The racial choice is not the be all end all of things, and should not be, but it should be part of the defining factor of how the game rolls out as it is - and should be - the choice for your characters inherent abilities and disabilities and racial alignment before the skills and other ingame choices come to the picture. Consider it like a sort of character class choice. I think we agree more than we disagree, but we're just talking past eachother.
Si, miscommunication can be hell.
But I really wouldn't mind playing as a Super Mutant and have 80% of the world against me, would be quite fun actually.
To get more dialogue and named super mutant characters to make up for it but be completely screwed with most other towns that consist of humans.
A lot of crap would be locked out for you, but it'd be interesting to see just how isolated super mutants become due to hate and discrimination. (Sure you can see this from a humans point of view too, but actually not even having a change to befriend a faction simply for being Hulk would put different perspective on it.)
With viable things I think I went a bit offtrack though.
So let me start over, I think that there should be skills that are less viable than others.
They aren't complete crap, but Electronics for a non-Energy Weapons character is going to be used a lot less than Lockpicking or Hacking would.
So I think that for Fallout there should be more skills, 18 at the very minimum.
And if some skill only has a dozen uses throughout the game then I'd be fine with it.
Cause if I play as a character (no matter the race) who don't pick Psychology then I will be screwed in the occasions when that skill is needed.
Whereas when I play with a character who 'does' have Psychology at 100 I'll be rewarded for it by being able to complete these quests in a civilized manor.
(Sometimes you can't just "talk" people down, you need to actually understand them first and connect with them in order to gain their trust. Psychology would be for those dialogue situations, when a silver tounge simply isn't enough.)
Sure it might not be used a lot throughout the game, but when it is used? Then you'll be glad you invested into that skill.
And I find it realistic to have a skill system like this, some skills simply aren't as useful all the time like others are.
There are tons of locks to pick, tons of enemies to kill, tons of wounds you'll get that you have to heal.
But Psychology? That can't be used with every single character. It needs to be used with the characters where it is fit to use.
(Psychology was just a hypothetical example, I'm not saying it should be implemented into the game, though it would be intersting to see it.)
That's kinda what I meant with viable stuff.
Some choices you make to your character definition won't be as viable as other choices.
Combat skills will always be more important than the other skills, or at the very least more used than the others.
Whereas Traps will only be used when there are traps around, most likely in dungeons.
And Persuasion can only be used through NPC interaction.
Some skills should be more viable than others.
And if a new player plays the game then if they pick Psychology and find it to be worthless then it's their choice and their consequence.
Better luck next time around.