So many things I disagree with in this thread.
The idea that there should be more skills than you can cover with your party is terrible. Shocked at how many are suggesting it. The first playthrough is the most important, and giving a choice on the character creation screen that decides which half of quest solutions are simply not available to you from the middle and end of the game with no knowledge about them is horrible design. As is locking players into only a few options based on a character creation choice.
These problems largely arise from the idea that all characters should be nearly as effective as each other in combat. When you build a party, you should be deciding which types of challenges and content they will be good at and for that to be interesting the scope of the decision has go beyond just "combat" or "skills". RPGs need to abandon the notion that everyone is equally useful for all aspects of the game. It is more interesting to consider if your party should have an easy time with goblins/traps/negotiations/etc and that's what the player should be thinking about when allocating a party spot.
It's difficult to explain this succinctly without talking about specific games, so just imagine you had to design an RPG and the number one design objective was that each character had to have a different level of effectiveness in combat. ie. Character A does 20 damage a round and Character B does 2 damage a round. With others falling somewhere in the middle. Now, design the rest of the game so players are equally compelled to take all of the character types.
If I play a game
once, and
blind, I still don't want a party that can pass every skill check the game has to offer. Maybe games shouldn't have more joinable NPCs than there are slots in the party? Heaven forbid that there are 21 classes for a party of 6, because how should the player choose? Why am I even playing? Why am I even rolling characters and choosing shit on level up? What's the difference between my 'chosen' party and a bot playing on god mode?
Having meaningful choice means, by definition, being unable to tell exactly what will be the bestest choice with 100% clarity, because then there is no choice. It also means being unable to experience every branch of that choice in one go, because then there is no choice.
To have a meaningful tradeoff, you must lose things as a consequence of your choice. If you built a fighter heavy party and don't have enough points for lockpick, you will never know (in your single blind playthrough) what you missed out on all those locked containers. Fine. Where's the problem? Does it keep you awake at night and you can't resist but savescum or restart or cheat to find out? That's your problem.