The major gripe I have with these criticisms (the author's) is that "Not as good as" is NOTHING like "Useless". All of the skills have their use. Some of them are just not nearly as important as others. You can't screw yourself over in FO2 unless you go out of your way to lose special items that the game (by its NPCs) went out of its way to tell you was important. If you had shitty combat skills, you would have to have invested TONS of point into everything that avoided many other skills which would be helpful to you. The final conflicts have a multitude of different ways that you can resolve them, and you'd likely be no lower than level 20 before attempting them, at which point you'd have spent so many skill points, the likelihood that you have crappy statistics in a feasibly helpful skill is nigh-impossible.
You're really overstating the issue with the skills. Although it's true that the "fixes" some of the more-apparently-less-useful were indeed sparse and situational, they still gave those skills a USE. There's a particular area near the end of the game that would be very deadly if players had no competency in Traps, as well as the more popular Science and Repair. There are many different encounters and quests throughout the game that will put your Traps ability to the test. Throwing is "useless" as a skill only in the critical sense as Per expressed in his
Nearly Ultimate Guide because it's "not very practical nor economical". It's still VIABLE, and there's not useless.
Of course adding Sneak up to the list is just absurd. Simply because it was obscenely overpowered in FO3/NV and your experiences with it were that it SHOULD perform this or that doesn't mean what it did accomplish wasn't useful. Due to the original games' engines, it's absolutely true that the use of the skill was not very apparent (it was much more visually distinct and made more obvious by FOT), but these were games for different types of gamers, back then. You had to notice the importance in subtle differences in timing to appreciate whether something made any difference or not. You may not think any NPC who's programmed to initiate dialog with your PC at 10 hexes yet won't until within 8 hexes is much of a big deal. But in fact, when you're trying to avoid a massive shootout that's triggered by specific NPCs, and your path goes near them, Sneak IS invaluable! Not useless whatsoever.
As already expressed, when it comes to problems with FO2 and how little differences there were in its core functionality, that was in no way an issue of laziness, and absolutely an issue with time. Black Isle wasn't given any real time to work with, and the game was extremely rushed.