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I'm not so sure I agree. A huge number of int and psy passive checks occur in the first few hours of the game, so having 4 points minimum (either via skills directly or with the addition of modifiers via clothes or drugs) across a large number of skills right at the beginning gives you a lot to work with. By comparison, there are relatively few motorics or physique passive checks in that same period. By the time you actually need to deal with them, you have enough skill points and variety in clothing bonuses to do so.
Selective use of thoughts lets you effectively disregard learning caps, but it does require min-maxing. With the 5 5 1 1 build I mentioned above, I beelined straight for Cop of the Apocalypse and Lonesome Long Way Home, for example.
I'd consider 4/4/2/2 balanced. I don't think dumping a stat to 1 is a good idea.
Not a sidequest. None of your examples are. Neat dialogue, but not sidequests.
The only time I can think of where a failure roll is important to proceed in a sidequest is with the mural wall, where you can get a brush from Cindy the Skull by failing a Conceptualization check with her. If you pass the check she won't give you the brush, and I don't know if there's an alternate way to get one.
Either way though, getting the sidequest in the first place is independent of passing or failing a skill check.