Non-combat skills are pointless in party-based RPG's because you are obviously going to build a party to get around majority of obstacles that may be hidden behind skill check of some sort. Need to pick locks? Steal some key item? Disarm trap? Hit something from afar? Talk your way through? You'll have a specialized guy. Having lots of non-combat skills won't solve it as eventually metaknowledge will take over and people will realize which of them are essential and which are mostly useless(see Wasteland 2 for recent example).
As the only possible obstacle against player with a piece of brain left in his skull(capable of getting enough proficiency in non-combat skills across his party) is bound to be some particular combat encounter, and nothing else. Therefore rather than planning several approaches depending on the kind of skills your party has, there should just be 3 approaches open for everyone and more focus should be put to optimize combat.
As the only possible obstacle against player with a piece of brain left in his skull(capable of getting enough proficiency in non-combat skills across his party) is bound to be some particular combat encounter, and nothing else. Therefore rather than planning several approaches depending on the kind of skills your party has, there should just be 3 approaches open for everyone and more focus should be put to optimize combat.