The Skilled talent isn't as overpowered as you might think.

The specific-skill talents let you put a skill above the level you are allowed to spend, whereas Skilled only lets you place two points under normal rules. So Pyromaniac will let you get Fire Magic to 11, but Skilled won't let you take it beyond 10.

As long as there are level restrictions for how many points can be placed, and the specific-skill talents still can go beyond them, that additional one skillpoint over cap can be worth more than two to distribute normally. wink

Intelligence and speed are where it's at, though, as well as any action point boosts. I've started three times so far. My last go was:

Both characters with Intelligence 10. I took both of the action point talents and the stat point talent, and once in game immediately raised Intelligence to 11.

One character is Ice/Air, the other Fire/Earth. With the number of skill points you get starting at 11 Intelligence, they each maxed both of their elements early. One has max pickpocket, lockpick, and stealth as well as fire/earth, and the other has the dodge ability (Reflexes?) and is considering picking up some resistances. Now that I've been rolling in skill points long enough, I gave them their last level's point in Speed, since 6 speed vs 5 gives an extra action point.

I'm not really sure where they are on the power curve versus ranged or melee specialists (I'll try those next, though being gear dependent it is harder to get a solid idea of where they stand), but the high-intelligence start certainly feels exploit-y.