Well, if you are looking for perks of middle-of-the-road power, I'd say...
Pretty Darn Powerful, Maybe Even Overpowered
Super Slam (which you can't get with only 5 ST anyway)
Piercing Strike
Jury Rigging
Better Criticals
Pretty Decent for a Middling Guns Build
Travel Light
Rapid Reload
Silent Running
Action Boy
Cowboy
Don't Bother
Friend of the Night (works inconsistently, less effective than just adjusting brightness)
Terrifying Presence (which appears in VERY few places)
Light Step (which I loved in FO3, but seems less relevant in NV because I barely ever encounter traps)
Some good points, I like piercing strike - while i agree it is very powerful is does account for the idea of striking critical areas with say a combat knife..and for limited melee use fits fairly appropriately. I got jury rigging once, and had so many caps just sitting I felt rather silly. Also, in Fo3 I would have said silent running was over powered, but there just don't seem to be that many dark corridors in this game. I appreciate the ideas though, gave me a few things to consider.
I usually take these....
Lady Killer - just enjoy the dialogue
Educated - Nice extra points
Comprehension - same as educated
Intense Training - I would assume with all the running my endurance would increase, plus an extra implant
Toughness - at least one
Finesse - I like my character's agile
To Tekshow: It says what weapons I will carry in my OP - also I said I was making it realistic (as much as possible) to myself and I am not a recluse so I will keep my charisma near 4 or 5