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You're right btw, it's there to make the game easier and more convenient. There's even an achievement for finishing the game without using any ability point, so yeah.
Is there any part in the game you can't get to without something like say triple jump or water breathing?
Utility tree is needed if you want to 100% the game, and quick, before you get to the tree and can't return.
Combat tree is okay I guess, only the first few nodes are really necessary
http://geekgameguides.com/ori-and-the-blind-forest-abilities-a-complete-overview-and-guide-to-the-ability-tree
Combat - Didn't seem to help much for me, and it will be the last tree you can max because of gating with story skills. But if you want the combat done sooner so you can get back to platforming, you may like it more.
Utility - Map abilities are a completionists delight, but not much here in the way of changes to mechanics. Just pickup range and effiency.
Efficiency - Healing, swimming, tripple jump, defense boost; this tree certainly eases up the difficulty wherever you may find it (If by nothing else than more frequent checkpoints).
I have noticed a few cases where tripple jump in particular can give you alternate (*cough*breaking*cough*) solutions to puzzles, so late nodes in efficency you might want to just leave if you want to avoid feeling like you are cheesing the game.
In the end, if you look around for all the collectable skill orbs, you'll have every skill by the end of the game. All that matters is what tree you want to max first.