I'd say that giving perks every other level would have worked better if Obsidian had put more effort into ensuring that all perks are worth taking. Because in Fallout 3, there were already some quite pointless perks, like Cannibal for example, the general consensus seems to be that it's utterly pointless. And what was Bethesda even thinking when they designed "Here and Now"? All it does in the long run is make you miss one oportunity to choose a perk, since it just let's you advance one level, and requires you to sacrifice a perk slot for it, and it's already easy enough to gain levels in Fallout 3 and New Vegas. Due to perks every other level, there's even less incentive to choose these pointless perks, since by the end of the game, you can have up to 15 perks, instead of the 20 of Fallout 3 before Broken Steel, which means you need to be more careful when considering which perks to choose, that's not something I'm against, in and of itself, but when coupled with several worthless perks, it's just even more useless to choose them. In short, trying to make the player's choices have more weight is alright, but you need to make sure all options have some merit to them, or you're just left with everyone only choosing the useful options.
As for as snowglobes, I'd say the way they handled it is not bad, in Fallout 3 there was no reason to maximize a stat during character creation as you'd just waste one S.P.E.C.I.A.L. point, seeing as you could eventually find a bobblehead, and the game added implants, which still gives the player a way to increase stats after character creation (Aside from using a perk slot to take a rank in Intense Training.) it's just that unlike bobbleheads, implants cost caps, and how many you can take is limited by your endurance, which makes sense to me. In a game where by default the player does not get a chance to increase stats upon leveling up, the chance to do so after character creation is not supposed to be cheap.
As far as the amount of skill points you get, it seems good to me, it makes it so you actually have to put skill points into the skills you want to use, and if you want to make a "Jack of All Trades" type character, you're not going to be as good at anything as a character who specializes in that, which is pretty reasonable for an RPG.
You get a perk every two levels, but it's something useful ya know?
If that were the case, then what are perks like "Cannibal" and "Here and Now" doing on the list? Even "Swift Learner" is pretty pointless considering that the game still has a hard level cap which is pretty easy to reach even if you don't do everything in the game. Even the VATS perks that were quite useful in Fallout 3 seem less desirable now since VATS itself is less overpowered (Not that I'm complaining about this. It's just that if you make a feature like VATS less useful, you might need to reconsider how perks meant to work with it should work to ensure that they're still worth taking.) Of course, there are perks that are pretty useful too, and these are going to be the ones everybody takes.