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Idk just whatever you plan on doing next just pick a skill that affects that style of gameplay. You don't have to worry about "wasting" a skill point because there is always another one coming later.
An easier question is "what skills are a waste of points?".
I can't stress enough how important commerce and isolationist can be for ng+ runs, if you want to do that. It means you get credits faster and easier because you are a lot stronger early on in ng+. You loose EVERYTHING on ng+ besides your skills. You have no weapon and your ship absolutely sucks.
I found ship combat harder than ground combat too so being able to survive in ship battles seems like a good tree to develop.
Drugs are bad m'kay....I mean good, yes drugs are the way. Also wear a spiffingly flashy suit.
My own personal priorities were Piloting, Stealth and Security, followed by all of the research tree ones required to apply all of the mods to Guns and Space suits. I scattered points into combat skills while also working on those, though I don't see combat as hard enough, even on Very Hard, that it's really needed.
max enemies I can take on in space at a time: 5
[clearing lvl 75 space with no issue - in a class A ship with Tech3]
and
Farming lvl 75 planets also without any issue
Piloting (4) -> Ship Tech (3) -> Ship Booster (3) -> Shields (2) -> A Weapon Perk (3) -> Stealth (2) -> Another Weapon Perk (3) -> Persuasion (2) -> Negotiation (1) -> Commerce (4) -> Leadership (4) -> Ship Command (3-4) -> Another Weapon Perk (3)
next I go for assasin
Social and tech by far in my opinion.
Science if you like crafting and building.