Acrobatics - C
Animal Handling - F
Arcana - C
Athletics - C
Deception - C
History - C
Insight - A
Intimidation - C
Investigation - D
Medicine - C
Nature - D
Perception - A+
Performance - F
Persuasion - B
Religion - C
Sleight of Hand - C
Stealth - B
Survival - C
So how about your list?
My rankings are similar to yours.
I'll base my off of how many players in my group of 6 would take each skill (your original ranking first here, followed by mine).
4 - A
3 - B
2 - C
1 - D
0 - F
Acrobatics - C, C, 2
Animal Handling - F, F, 0
Arcana - C, D, 1 (one high int PC will take this, just cause they think they need it)
Athletics - C, B, 3
Deception - C, D, 1 (charisma is a dump stat, there will probably be one or two PC faces with a 12 unless class related, possibly a Rogue might try for this)
History - C, D, 1 (this might bump to 2 if the players think it will give them good advantage in game)
Insight - A, B, 3
Intimidation - C, D, 1 (charisma is a dump stat)
Investigation - D, C, 2 (if I let the players know that they cannot use perception for this)
Medicine - C, C, 2 (only after I houserule it to become useful, like restoring a few hit points)
Nature - D, D, 1 (possibly, possibly not)
Perception - A+, A, 4 (not everyone will take this, but many will)
Performance - F, FF, 0 (probably never see this in my game, but I like the inclusion of the skill for those games that will see it)
Persuasion - B, C, 2 (charisma is a dump stat)
Religion - C, C, 2 (one of the few knowledge skills that has a chance)
Sleight of Hand - C, 2 (only after I houserule it to include picking locks and disarming traps, it's now called Thievery)
Stealth - B, B, 3 (armor might lower this)
Survival - C, C, 2 (we'll probably have two outdoor type PCs out of six, so this has good odds, especially if PCs cannot use perception to track)
The knowledge skills and influence skills would be the big losers in our game. If the knowledge skills have concrete rules about learning creature abilities like in 4E, then these might gain some traction in our game. I think that intimidate can easily be handled without the skill. Kill goblin one in front of goblin two. Goblin two talks (course that little thing like alignment could get into the way). Persuasion can be done with good roleplaying. I only use the skill if the NPC is on the fence and I think the proficiency bonus is not sufficient to warrant players taking it much.
I also think that survival and investigation increase significantly if DMs stick to their guns and do not allow perception rolls for those.