Charisma in Fallout thus far has mostly yielded only non-combat options. I like the idea of having your Speech skill expanded to include combat roles. It could prove to be a life-saver/party-saver to have a smooth talker with you in a firefight, because you could start losing the fight, and someone has to talk your way out of it. I think something along those lines would be a welcome addition. And not only the chance of success in the dialogue itself would be based on the 'designated bullsh***er', but the very chance that you could be even given 'any last words' could depend on the highest charisma character in the party. *shrug* I dunno maybe that'd be a bit silly.
I also think that charisma should open up some legitimate aggressive combat bonuses, such as having some of the actions you mention activate automatically (namely intimidation). The higher my charisma, the better my chances of successfully driving you into a freezing fear-inspired trance or causing you to panic and drop some of your loot, and then running off into the hills (you should still get xp as though you killed them if you successfully scare them off). Scary looking characters/critters like Ghouls, Super Mutants and Deathclaws, although having penalties to their Charisma stat, should get a bonus to just their intimidation rolls for the sake of just making sense. On the other hand, who's gonna run away from a molerat?
Some perks for combat based on charisma would be nice. I already posted stuff like this but I'm a monumental dork so I'm gonna post some more anyway.
"Born Leader" Your party has an additional ##% to their chance to resist intimidation.
"Team Player" If you and a party member are using the same type of weapon, you both get ##% to accuracy.
"Go to Guy/Girl" Allies below 50% health will gain ##% to their damage resistance if standing within ## feet of you.
"Father/Mother of Lies" In random encounters, you have a ##% chance that an enemy will betray their allies to fight by your side. They will eventually part ways with you and remain neutral (unless you shoot them in the back).
"All Talk and No Shakes" Whenever you would suffer withdrawal from a chem, you can attempt a charisma check to 'will power' your way past the negative effects. This only lasts until the next time you would get the shakes, though.
"Criticism" You now gain 1/2 your charisma score to your critical hit table. This is in addition to your normal luck bonuses.
Anyway. You get the idea. I know charisma is supposed to MAINLY be used in non-combat, dialogue-driven gameplay sequences, but having a handful of combat roles for it would help balance it out I think. If nothing else, to add style points to combat with charisma characters. There has consistently been more fighting in Fallout games than talking, even when you go through the game as a speech character. So a little boost would be nice. Key word 'little'. But noticable.