Ok, I think I have decided my final build. It is a middle of the road ranged weapons build which gives me access to almost everything in the game, but puts a couple of extra points in CHA and LCK to get some extraordinary rewards. The build is specifically built to minimize the need to run for bobbleheads in early game. Here it is:
So, where (+1) is the bobblehead bonus, {+1} is "YOU'RE SPECIAL" bonus, and [+X] is intended character development:
STR 2 [+3] (+1) - get STR bonus perk early to allow "armorer", so no need to rush for the STR bobblehead. Two more STR bonus perks and bobblehead gives a good amount of carry weight and access to the important "strong back" perk.
PER 4 (+1) - could have gone one lower, but it is convenient to have "locksmith" before getting the bobblehead, and "demolition expert" is still nice to have
END 1 [+1] (+1) - investing a single END bonus perk to be able to get "lifegiver" eventually because of the nice HP regen. It could make sense to invest two more to simplify underwater exploration, but I know too little about the game to be able to commit to that
CHA 7 (+1) - requirements in conversations are all about CHA, so I choose to focus on this. With alcohol and CHA gear, I should be able to go up to 10 for the most difficult conversations. I don't think the last two perks in the CHA tree are worth it, but "inspirational" is really nice if you like to hang out with companions (which I do)
INT 5 (+1) - gives access to "hacker" and "scrapper" early, and "science!" after the bobblehead. Going higher than this may be good if you intend to farm exp in endgame times, but I don't think I will do that. As I understand it, there are basically no INT requirements (except perk requirements) for conversations or dealing with technology, so it does not make sense to go higher for that reason. "Nuclear physicist" may be really nice if fusion cores for power armor energy turn out to be rare, but I have to assume that the game is balanced for people who do not have this perk. Also, I will be able to buy fusion cores with my awesome charisma!
AGL 4 (+1) - first level of "action boy" is lame, so I downgraded my investment here. Will get it eventually after finding the bobblehead, though. "Ninja" goes away, because the massive damage boost is very theoretical. You get it on one enemy, but what about the pack following him? Indoors it is probably useless unless you invest in "sneak", which I don't intend to do. Also, it seems annoying to have to use sneak all the time, rather than just playing the game.
LCK 5 {+1} [+1] (+1) - getting "better criticals" from the start (after "you're special" bonus), and will get "critical banker" after boosting LCK with an initial perk. The bobblehead will eventually get me "grim reaper's spirit", which is not necessary but a great addition to the build
So, I am committing five level ups for S.P.E.C.I.A.L boosting perks. Is this too high, gaf?