Nothing new here, just more musings and speculation.
When I found out that there were ~ranks~ to Perks that offered different benefits AND that they were level-locked, I realized that "building" my character might be more involved than I thought it would be.
Normally while leveling up, my choices were pretty cut-and-dried. Back in Fallout-3, for example, I never bothered with Swift Learning (more experience? why?!) and I never bothered with perks that ~just~ increased skills (Gun Nut, etc). As a result, my first perk choices were pretty much made for me --- Black Widow, offered a nice damage boost and dialog potential... and then later things like Better Criticals, Action Girl and so on. There weren't a huge number of "legitimate" choices.
NOW, however, in Fallout-4, there will be ~tons~ of choices, even with the level-and-SPECIAL-gating of perks. Assuming you started with 4's across the board (to make my math easier) then you would have 35 perk choices at your first opportunity to pick one. And while some of these perks may still be easy to discount ---- STR, END and LUCK perks are not high on my list, eg. ---- there are still a lot of choices available. Things that we took for granted in earlier games, like Sneaking and Hacking and Lockpicking and so on.
So I started thinking: in what ~order~ would I pick my perks?
1) Combat Efficacy: Under this theory, I'd pick the perks that most immediately benefit me in combat. Likely PER or AGI if I were a ranged-weapon user or perhaps STR if I were melee-centric. Picking a perk that gave me better prices during Barter would not be important for this build (at least not at this early point in the game). Picking a perk that increased my damage, or let me shoot through walls, or Gun-Fu, or Better Criticals, though --- those could have immediate and powerful impact.
2) Access: Under this theory, I don't want to have to double-back because I was unable to open a door or hack a computer, so I would pick those perks that give me the most ~access~, either through lockpicking, hacking, or perhaps even dialog options (Black Widow, eg).
3) SHINY! Under this "theory" of choosing perks, I just pick whichever one looks shiny at the moment! Oooo! I can point a gun at a molerat and it'll cower and then I can tell it to go bite someone! I'm'a get that one! Ooo, ooo, I can carry more weight! I'm always throwing away stuff as it is too heavy, so I'll get -that- one!
The level-gating of the ranks puts another wrinkle in planning ---- if I know I have to be level 46 to get the Iron Fist perk at Rank 3 of the Brawler perk which requires STR 4 (making all these up, I know they're not accurate)..... and I don't really care about the ~earlier~ ranks of that perk "line" then I can just wait until I'm in my 40s and THEN start picking the perks in that line that will let me pick Iron Fist at level 46.
Heck, I might even keep STR one or two points lower than the level required to get a perk, knowing that I can raise STR by spending a perk point somewhere along the line before I get to level 46 when the perk I actually ~want~ becomes available.
The "ranks" add another complication in that they have the potential to "re-open" a perk you've already chosen for choice again. I mean, if you pick Black Widow as a perk, and then in the future you go to pick another perk, if your level is high enough, then Black Widow ~rank 2~ becomes available so now you have to decide if that more advanced (different?) version of the perk you already have is better than some ~other~ perk at base level, or some other perk at a higher rank, or a SPECIAL stat improvement.
Just looks like planning the ORDER in which you pick perks will be very complicated, even if we ~did~ have more detailed knowledge of the entire perk system including level-gates of higher ranks and what the higher ranks DO.
Since combat in the early game is likely to be relatively forgiving, under the assumption new players are not very skilled and have inadequate gear, I will likely focus most of my early perk choices on ACCESS items, like lockpicking and hacking and dialog-choice-modification perks. Then later, I'll start working on the more combat-oriented perks.
It'll be hard to resist starting with AGI 10 and Gun-Fu, though.