I'm stating that obvious by saying that the utility of skills is highly campaign-dependent.
Animal Handling comes up a fair bit when the players start traveling around on horses and doing mounted combat. It's also useful in games that heavily focus on natural exploration and related themes. If you're taking this skill in a standard dungeon-crawling game, you've probably made a bad choice. Or at least invested in something that won't see much return. There's was a fair bit of mounted combat in my current campaign so doing risky maneuvers called for such checks. I also called for a Wisdom (Animal Handling) check when the PCs, as part of a social interaction challenge, were trying to win over the angry boar of a ranger NPC who they needed as a wilderness guide. Same for when they tried to make an alliance with some wood elves and one NPC in particular deferred to her sugar glider (Mr. Sugar) who was nasty to pretty much everyone.
Performance comes up in every game I have with a bard in it or an entertainer. I've had to ask for Performance checks several times in my current campaign in the context of social interaction challenges.
Acrobatics comes up a lot due to grapples and escape attempts. I have a mostly Dex-based party so this comes up quite a bit because I like grappling monsters. Because tentacles are fun and there are lots of puerile jokes to be had in that sort of content.
So, I'm fine with the skill list as it is. There should not be an expectation in my view that every skill will be useful in every campaign. Players should in my opinion be making characters that are appropriate to the campaign's theme. And though a player cannot choose to make an ability check, he or she should be, more often than not, be performing tasks for which the character has some skill training in case the DM calls for a check. That's just smart play.