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so, it's good to have almost all skills covered by you and your companions.
Sneak skill can be a real combat changer when you sneak in with your AOE nuker and make foes suffer before they even see you.
Perception sure, get it on most everyone who can be competent with it (class skill and/or solid Wisdom and/or class/feat/racial boosts), because the checks are often passive in the background and cannot be repeated on a single character until you level-up and raise the skill.
Regarding Persuasion, there is little reason to force the MC to learn it. Any permanent party member will do, really. Exception: you enable the option: "Only skill user gets experience from skills" and want to funnel all the skill xp to your MC.
There are a few situations when the MC is alone, but none of them involves high skillchecks/rewards. The only one that has some impact story-wise is Nok-Nok's duel with the goblin king, but you can buff and/or save-scum the victory there (the checks aren't particularly high).
Master
Perception: One master and as many as possible characters with it
Trickery: I like to have a secondary user in it
Persuasion: Experience boost and conversations
General
Nature: camping and inspection
World: camping and inspection
Arcane: items identifications and inspection
Mobility: 3pts for AC and many skill checks
Athletic: many skill checks
Religion: the less useful lore
Optional
Stealth: 1/2 to 3/4 skills pts is normally enough. Many traps are in front of enemies.
Use magical device: all wand = DC 20, scroll = DC 20 + level of the spell and 1 pts can sometime be enough to use wand if you have some charisma.