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but yeah, basically if you can get a skill to 8, you will find trinkets that can boost it to at least 9, which means you have a fighting chance against any skill check in the game.
point being, you don't need to max your skill to succeed for most of them. 8 is good enough.
You need 44 skillpoints to raise a skill to 10, 36 to raise a skill to 9 (you can bump it to 10 with a skillbook) and 30 to raise it to level 8 (you can bump it to 9 with a skillbook and use a trinket for the rest). At a minimum, you want to get your combat skill to 10. While 9 will give you a shot with most skills, the ass skills and perception do their checks a little differently and you will need a 10 to make some of those checks.
Assuming, you hit level 40 by the end of the game, that's 129 skillpoints at 3 skillpoints per level, so you could have 4 skills in that 8-10 range. However, you start running into those high level checks pretty soon after you arrive in CA (say around level 25), so realistically a 3 skillpoint per level character should be looking at maxing his combat skill and 2 non-combats before they add a third.
This means, for instance, if you have a trinket that gives +First Aid/+Surgeon (which does exist; it comes with an evade penalty too), you could give that to a character who doesn't have Surgery at all rather than your main Surgeon. This would enable the trinket wearer to serve as a backup surgeon in case your 'real' surgeon is downed or can't get over to a downed character safely. He'd simply trade the trinket back if the primary surgeon needed it to have a better chance at a skill check.
(Of course, doing that specific behavior would exclude you from using a more offensively-minded trinket like one that gives +3 CI/-1 AP).