Another perk I forgot to add to my list is Infiltrator.
I never ever, EVER force a lock unless I have a 100% chance. And that only occurs if I have a lockpick skill of 100 and it's a "Very Easy" lock. As some have pointed out, some of the perks listed are great for role playing purposes. But offer little to no assistance. Seems like they'd be worth taking for dialogue purposes. Hopefully, in the next Fallout they'll expand on dialogue options to include some of the perks mentioned here. And even broaden dialogue to other skills like lockpick or energy weapons.
This and Computer Whiz are
utterly useless in their current form.
Infiltrator should increase the chance to force locks above Very Easy.
Computer Whiz should either grant an extra allowance reset or remove a certain number of duds at the beginning depending on your skill level and the comp's difficulty level. If the latter, then there should be a minimum number removed so that it would still be useful on Very Hard comps.
I saw others talking about Traits.
My favorite so far is Four Eyes. If you're playing a character using energy weapons, explosives or picking lots locks it is a must. I get +2 PER by wearing any form of glasses (reading, sun or eye). And throw in a hat and my perception is at 9 by only increasing it to 6 at the start of the game. I was able to have my explosives at 95 and with the added bonuses I had the skill at 100. Which is great if you're using the grenade machine gun.
Four Eyes imposes a permanent -1 to PER, then grants glasses a +2 PER effect. As such, if you set PER to 6 and take the trait, you'll have a 5 without glasses and a 7 with them, so a hat would put it at 8. Still useful, although I don't like being locked into using glasses for my character's whole career.
As for perks I think should not have been retained/added:
Swift Learner- this was really useful in FO2, but an utter waste in any of the other games.
Here and Now- useless period
Nerd Rage- in any situation where this would be useful I'm slamming either stims or food, because otherwise the next hit will kill me.
Fortune Finder- like I really need 10 more caps from a file cabinet when I can make 500x that from selling one Combat Armor.
Scrounger- 20-100 more of a given ammo per can does not compete with getting 200-2200 more at any one vendor.
Lead Belly- even in hardcoe mode there's plenty of clean water, and if that wasn't enough you could take the Rad Absorption perk.
There's a number of other perks, such as Cannibal, that are too specialized/marginal for my tastes, but they at least have RP uses. Cannibal can also be useful in hardcoe mode since it provides food as well as health, albeit in small doses.