In one of the D&D editions, the vow of poverty monk could only own five items, with only one of them being magical. Your character looked just as barren when it came to equipment. Kalgor, one of my characters, is on the complete opposite side of the scale. Admittedly, complete overkill, but in his current adventure, he has already used the rope, manacles and lock, drill, skeleton key, wood bowls, water proof bag, and the list goes on. It is the little things, and how you use them that make the game more interesting than "kill creature, loot body".
Example: A tent, two cloaks, one winter blanket, rope, a web spell, a bottle of brandy and a tindertwig. Solution to: two bat swarms and no aoe spells. Been there, done that. Without proper supplies, a bat swarm can TPK a party. We improvised since we didn't have proper supplies and survived.
Right now, you have clothes, armor, sword and dagger. You haven't removed seven of the placeholder/example items. You haven't looked up and recorded what your carrying capacity for your strength is. That is why I said it is unfinished. You are missing trail rations, bedroll, whetstone to sharpen and remove the dings from your blades, rope, a sack to carry loot home, etc. At the moment, you don't even have a pouch to put your coins in.
Knowledge Local, you know the answer from the bits of trivia you have picked up over time. Diplomacy, you have to go ask several people over the course of 1-4 hours, hoping they knew the same bit of trivia AND would tell it to you, a weird looking bird-man.
When the rogue in the party glibly says "Let someone else deal with the trap." Um, some of my characters would say "fine" and push the rogue into the trap. Then again, I am running a game where the party has four casters, but only one of them can cast detect magic. So, they wandered around for a while with unidentified magic items, because that one caster missed his checks, (and other circumstances too.) So, what I am saying is "you have an unpopular choice there." Being able to pinch hit, even if you don't specialize in it is better than saying, nope, not going to try. 1 skill point and a mundane set of thieves tools opens the skill up to try-able instead of locked.
Ability scores: Eh, we pointed it out. You got valid reasons and goals. Fine.