re: compasses pointing at NPCs...
I can see the case for verisimilitude, and sure - when a quest calls for it, maybe you don't always need a pointer directing you right to the quest completion (if my quest specifically involves tracking someone down, if finding said NPC is the quest for example.)
But, if I'm playing tabletop and I've completed the quest and the party goes back to town to claim their reward we rarely have to specifically go to every location we can think of where that NPC might be. Generally, the GM will get the gist of what the party is trying to do and simply say something along the lines of "you find NPC A in location B." In a Bethesda game, where NPCs are going to be at various locations throughout the day, I see a compass as serving the same purpose.
Sure, it's an out-of-game abstraction, but it cuts down on tedium in that case. I've already found the quest-giver and completed the quest and now just want to return and speak to someone I've already found? Yeah, I think a compass pointing me to their current location makes sense, whether my character would have in-game knowledge of that location or not. If I'm heading back to Megaton to finish up the third part of the Wasteland Survival Guide quest for Moira and Moira isn't at her shop, is it really bringing anything to the table if I have to search the whole town to find her? In many cases, pointing my way to her current location can be how I learn about her daily patterns.
Back to topic, I don't see this as a Perk that I have much intention of purchasing. Maybe for kicks if I don't have anything else I want to level, but I don't see that being the case until very very late into the game, if at all. But I don't see anything wrong with it, either. And until we get some play-time I think it's tough to say categorically there wouldn't be any use for it, ever. I'll have to see how their level design pans out. If I find I'm getting lost all the time, then maybe this would be something that could come in handy sometimes...