Sounds okay to me. Make it 6 + Int. More skills for the class will be handy since its spellcasting will only go up to 6th level.Very rough draft of a Starfinder Beguiler class. I dunno though. Still feels off.
I do think 6+Int would work better for skills. For comparison check out the Mystic. The Technomancer uses Intelligence as a primary stat, so they reduced the skill points with the assumption that they'd have a large modifier. For the non-Intelligence spellcaster, they increased the base skill points to make up the difference. That philosophy seems appropriate for Beguilers as well.
{Finger's Crossed}Hopefully the "Armory" hardcover coming from Paizo will change that.
For your class, you can use converted SF versions of the Beguiler feats from the PDF. Plus, the feats from the Technology Guide. Other than those two sources, let's not go crazy for your PC right now.Mention of bonus feats reminds me...what feats, if any, can be imported from Pathfinder...or would you prefer to stick to Starfinder feats?
I would say so...Would abilities like Stygian Step and Wraith Strike be candidates for 'Beguiler Tricks,' I wonder...seems like they might in some form or another. Hm.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.