It is good to start seeing some detailed analysis. What I found in play is that a handful of skills were by far most often used...Or it might be sending the message that building extremely focused numbers isn't the way to be the best general "skill monkey" in 5e. ;-)
It's hard to call something easy when most PC's would fail a roll more than half the time because they need high level proficiency and max ability score to get to that 50/50 roll rate. People are arguing extremes instead of typicals here. The table I gave used all ASI and no feats. More players are more likely to invest in combat that skill proficiencies.
Having a team of characters means having more likelihood of a better check at any giving task but nothing to the extremes of huge bonuses against everything.
Perception (I got Investigation into my game by ignoring official module text and assiduously following the rules)
Persuasion (often separated from Deception solely as a matter of style)
Less frequent, but still with fair salience were...
For most of those eight, players were able to have one specialised and one decent as back up. Situationally, a few skills are checked against all characters.
Possible next steps might be to decide on how each skill is most often used, and how priority skills can/will be specialised. And then represent the values not as a bonus, but as chance against sample creatures in the tier.