5 Strength: This would go up to 6 once an implant becomes affordable. At 6 Strength I could afford all perks except Unstoppable Force (additional melee damage through blocks) as well as Heavyweight (half weapon weight if over 10lbs). I'm not too worried about this but If wanted, I could also use Intense Training perk to get this up to 7 to be able to afford all Strength perks. Also there is always Weapons Handling, Reinforced Spine, and/or some power armor I can easily get this all the way to 10 to use any weapon and/or carry more.
5 Perception: This would go up to 6 once an implant becomes affordable. This would make it so I could afford all perks except the one that gives me a second chance at failed lockpicks. I'm not too worried about that, but if I was I could Intense Training to get it up to 7. Six seems like plenty to me, though, especially with most head slot pieces giving Perception +1 or +2 bonuses. Plus with the companion bonuses that are available with ED-E and Boone, Who really needs more perception?
8 Endurance: I would use the Lonesome Road SPECIAL point to boost this up to 9 to be able to eventually get all implants. Then once an implant becomes affordable, I would have 10 Endurance. All perks are affordable and this would give me plenty of resistances and health to survive the wasteland.
3 Charisma: This would go up to 4 once an implant becomes affordable. You need six Charisma to get the two perks Animal Friend (certain animals do not attack) and Ferocious Loyalty (your HP &--#62;50%, companion DT goes up) which I am not worried about. Overall, Charisma seems unimportant to the game and merely unlocks non-combat or novelty conversation options in game. I am keeping this low, but still high enough to be able to give it a quick boost with consumables if something is desired.
9 Intelligence: I am keeping this high to be able to max out all of my character's skills. I would find a way to afford the implant to get this to 10 right away.
5 Agility: This would go up to 6 once an implant is affordable. At 6 Agility, you are missing out on Slayeer (melee/unarmed speed +30%) as well as Nerves of Steel (+ AP regen). If these are desired, you can use Intense Training to get Agility to 7. At 7 Agility, the only perk you would be missing out on is Tunnel Runner (+30% speed sneaking in light/no armor). I'm not too worried about that.
5 Luck: Trying to keep this at an odd number to start so I can maximize free skill points. I would implant to 6 Luck eventually to get an extra % of crit and be able to afford all Luck related perks.
There are a few things I think might be up for debate. The first is if I still need 10 Intelligence to max out all skills. The second is how many points Charisma should really have since the perks all seem out of reach and there doesn't seem like much reason to have it otherwise. Perhaps a point or two can be reallocated from Intelligence or Charisma to be able to afford missing top end Strength, Perception, or Agility perks (even though they seem unimpressive) or perhaps make it so you have to use less Intense Training. If 10 Intelligence is not needed to max out all of my skills, I could knock that down to 9 and take a point from Charisma to give myself 7 Luck. Or maybe take even more from Charisma to redistribute into Strength, Perception, or Agility. I could also use these spare points to put in spots I don't want to waste a perk on Intense Training.
Thoughts?