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Solo and Duo builds get higher skills comparatively, but they're still often weaker than full parties.
Your main sources of extra juice are feats, equipment and implant upgrades. (e.g. you generally use one weapon class per character, so if you find a really neat rifle but you're using pistols, you can't make use of it. A full party can find a use for everything)
With a full party, you need tens of thousands of credits, and you get them by selling loot from fights.
You get 20 for passing 2 dialogue checks with guards, +100 to every social skill for passing the encounter. Then you meet a worker, you get 30 for 3 checks and +55 to every social skil if you succeed in persuading him to tell where is spy.
I'm not voting for less skill growth for diplomacy, but there's a clear difference between +10 points to weapon skill and +200 points to persuasion after completing the same encounter.
For instance, my speech-first characters usually end up at around 7-8 speech untagged, while my solo combat first characters end up at 8-9 combat untagged (weapon, evasion, armour etc).
The speech and combat skills should end up about same for the endgame then, around 7-8 without any boosts (if you fully focus on one or the other).
But: seeing the dialogue options is why a lot of people go with a high
Charisma Character for their first playthrough (- a bit like "Bard" type or"Paladin" type in other fantasy games) - You can only appreciate how well events are written, when you actually get to say all the cool lines. Sure: opening fire without talking (the Initiative options) earns you the feat "Ask Questions later", but you do want to see the content first, before you decide what to bypass in your next playthrough. (Similar thing for sneaking / takedowns).
https://colonyship.fandom.com/wiki/Feats#Ask_Questions_Later
As for the importance of Weapons skill level:
The issue with the lower weapons skill is usually accuracy.
You might want to free up a tag for weapons in your next playthrough.
The workaround is to stack boni: choose Captain feat (or Sarge), install a Squadleader Implant. Overclock Squadleader implant. Install Bionic Eye: add +ACC chip. Overclock Eye. Get the weapons with the highest accuracy (- in EA my talker MainChar always used Pistols, because the highest Accuracy Pistol had more Accuracy than any other weapon (- I think it's stolen from one of the Sneak-Rooms in the Habitat).
Get Evans inspired: he then gives a party wide buff to accuracy.
Choose aimed shots over Standard shots. Shoot at enemies legs first to debuff them, then Head (or special attack) for staggered.
Use Bullseye or Knockdown with your competent guys, so that the less competent can hit guys on the ground.
Throw Flashbang if enemy has low Optical resistance.
Choose Master Blaster not with the competent guy, but with the incompetent.
The damage output per hit does usually not depend very much on the weapons skill, but on the weapon itself, and its attack modes. (Exception might be Critical Thinker that also gives +crit damage per skill level.)
"Focus Fire" to down one enemy fast. Crowd control is relatively limited (Stasis Grenade; very few locations have choke points.)
While I agree with most everything else, here I'd note that giving your "incompetent" characters energy weapons would be an inefficient use of energy cells - which are very scarce through most of the game. I would rather allow my snipers to use energy rifles more often, than let my diplomat/skill monkey char waste cells on pot shots. So they are the ones with Master Blaster, and the skill monkey gets leadership, social and stealth feats.
It's not actually 4x slower because there are often big gaps between XP/LP requirements per level. So the difference in levels between a full party and a solo character won't be 4x, but rather only 2-3 levels by the end of the game. Also full party allows for deeper specialisation, with feats like Skill Monkey and Zen on the non-combat char while the rest invest everything into combat, while the soloer must perforce spread himself thin in order to avoid missing important content.