Clint_L
Legend
I picked Animal Handling, because it's got a narrow scope and, in practice, if it is needed there's usually one party member like a druid or ranger who can get there through magic or class skills. But it's so seldom needed.
History, because it's typically just used in one pillar, and it's seldom vital - if it's a key plot point, the DM won't just rely on a successful skill check for players to get the information; there'll be alternate avenues. So it's mostly a flavour skill.
Religion: see history, only more so. I think both of these should be combined with Arcana into one skill called "lore."
Medicine: as others have pointed out, there's nothing it can do that low level magic can't do better. Gains a few points for being a good option for a few, very specific character builds.
Athletics versus Acrobatics: we use them fairly interchangeably, though in our games acrobatics checks come up way more often. For example, climbing a wall: is that more strength or dexterity? In reality, you kind of need both, but more the latter. I used to work at a climbing gym, and big buff guys are terrible at climbing.
History, because it's typically just used in one pillar, and it's seldom vital - if it's a key plot point, the DM won't just rely on a successful skill check for players to get the information; there'll be alternate avenues. So it's mostly a flavour skill.
Religion: see history, only more so. I think both of these should be combined with Arcana into one skill called "lore."
Medicine: as others have pointed out, there's nothing it can do that low level magic can't do better. Gains a few points for being a good option for a few, very specific character builds.
Athletics versus Acrobatics: we use them fairly interchangeably, though in our games acrobatics checks come up way more often. For example, climbing a wall: is that more strength or dexterity? In reality, you kind of need both, but more the latter. I used to work at a climbing gym, and big buff guys are terrible at climbing.