For openers every skill to GM or Legendary (120) is viable/worth doing. Kane , Expo, Dante, Domino, and staff are elite nerds, who are constantly trying to make the shard better.
When the revert/cataclysm happened, 500+ days ago, we had none of the fun stuff we have today. Since than, and 99 Kane patches later, we have all the glory you will find in the coming weeks, and months, of playing on EVO-freeshard. There is tons of information here and there on the wiki. Some hidden, some lost, and some yet to be written; yet it is known by most vets who have been around before/after the revert. I suggest checking out the UOE Development Logs located bottom-middle on the right side, under the UOE Resources section. It will explain what has changed-- from OSI Default-- to current UOE.
Asking for help on the forums was a great choice; but don't forget to go back-- if not add too-- the wiki pages, often. Dante-- and crew-- are constantly adding & updating the wiki; and with help from all EVO-Shardians we can make it a worthy library of Evolved UO knowledge.
To the answers to questions; though keep in mind Blackmamba gave you a good start, I may go over some of his points, to add my two cents.
**Note** first you should remember that we can max out all skills; which mean beyond GM in most cases. Than you should understand that skills are not capped at 120 but can reach into the 200 to 240+ area through gear, spells, and something wonderful called a Socket deed.
~~Alchemy-- beyond gm increases your potions potential-- to a max of 80% increase-- through gear, skill, and sockets. It is also tied to one decoration item and the art of glass blowing.
~~Begging--- beyond the obvious, begging is used in the art of crafting Gold Pans. Gold panning is found under the Customs section of the wiki. I suggest you try it out, but buy your first gold pan, since you will want 120+ tinkering, begging, and fishing, in order to have a chance at making one.
~~Bushido-- is like Blackmamba said, think of them as separate systems. If you are using a shield, you are depending on your parrying skill. If you are not using a shield you are depending on your Bushido skill. But, understand that Bushido will not function without the skill Parrying; though Parrying will function without Bushido. Also, Bushido has a few good spells worth using in combat. And lastly, you are probably going to want to use a two-handed axe at a champion spawn--- due in part to its whirlwind feature.
~~Carpentry-- what Blackmamba said is possible, through I'd have to ask Kane if wood widdling has been activated. Also, on that note, carpentry will-- someday-- follow blacksmithing-- and tailoring-- in how much skill is needed to craft the top stuff.
~~Cartography-- is used to decode maps and for Archeology. The second feature requires: Mining 120, Detect Hidden 110, Item ID 100, Cartography 110, and Lockpicking 110 in order to have a chance at the first kind of Archeology Vaults. Great loot in there, I've been told, but they can be tough.
~~Cooking-- the skill minimum is 130. This is a must for players tending to their pets: whether it is to fix them up-- after an untimely death-- or to boost them to their highest potentials before the dungeon party even gets started. An item called an Advanced veterinary kit can be found on player vendors or gotten as an additional reward for completing Monster Contracts. This kit is needed-- along with other such materials-- to create Pet Tonics, Ointments, and possibly salves. Each kit comes with X amount of charges, so complete MC's in bulk when you can.
~~Forensic Evaluation-- using Forensic Evaluation on a corpse will reveal the name of the killer-- as well as-- those who looted the corpse; using it on a player will reveal their affiliation with the Thieves Guild; or using it on a lockable chest will reveal who has recently picked the lock of that container. For the most part, ass of yet, it is not that useful. Then again it is one of those skills I have not really used; so I might be wrong.
~~Herding-- this skill may still be used to increase your potential stable capacity. Also, it can be useful while training provocation-- though attacking animals/monsters and leading them in a direction works better/faster.
~~Inscription-- though I can't say that Blackmamba is right-- or wrong- about the Inscription damage bonus.. I do believe Kane once told me it is a function that is turned off. It does however effect the potential value of these magery spells: Reactive armor, protection, and reflect spells.
~~Item Identification-- I believe 110 to 120+ is a good start. This skill is part of many custom systems; so get it as high as you can. Most notably is Archeology; where a lot of great set items live.
~~Poisoning-- this skill isn't just for role-playing-- and might I say it never was-- long ago there was a Character set up called the Nox mage. If you have GM poisoning and are also GM in Magery you can cast the poison/poison wall spell and inflict others with deadly poison. SO yeah one spell, and everyone dies... Muhahaha! There are a variety of weapons that have special moves which require the weapon tobe dosed with poison. The successful attack from one of these weapons-- can cause the victim to be infected with the highest quality of poison found in the game.
~~Remove Trap-- is not needed to loot chests since you can stand away from the chest-- after picking the lock-- and cast telekinesis to trigger the trap safely. I myself have Gm skill in remove trap, and it allows me the ability to stealth around dangerous monsters and loot their treasure chests unharmed. Careful though! Some can see hidden things! RUN!
~~Snooping-- is really only used to raise the attribute Dex. It could come in handy some day for a custom Thieves guild--found in Fel-- which would allow thieves to steal from any players in Fel. *shrugs and looks at Kane*
~~Stealing-- pretty much what Blackmamba said, and especially at holiday event dungeons/areas.
~~Taste Identification-- this skill is similar to the cooking skill I mentioned earlier, though 120 might be it's cap. It's useful but not all the time; mostly for aiding your tamed pets needs.
~~Throwing-- yes you will have to either turn into a gargoyle-- no quest for that yet-- or use your skill-ball to get the throwing skill up to GM. I have been told you can get the skill past GM, but it is a headache I am assured.
---Bonus Round---
~~Monster contracts-- there is a quest giver of sorts who can be found in the building north of the Flower Shop in Britain. Every two hours or so; you can talk with him and get a monster contract. These contracts work very much like Bulk Order deeds. The only difference is you must go out into the realms and kill the creatures required. Also, be sure to land the killing blow, if you tend to use bard skills, in a fight.
I feel dizzy... but I hope that helps.
--Sturger--