That's an interesting chart--my own take on this is:
Appraise (Int) 0-15/max
One rank is very useful here since it dramatically improves the results even of failures. You can, get more out of it if you want to.
Balance (Dex) 0-10/max
Five ranks gives you a synergy bonus with tumble, other than that, though, I'd leave this skill alone unless you have a very definite use for it.
Bluff (Cha) [5] 5-max
Five ranks gives a lot of synergy. You can't go wrong maxing it out though--it just depends how good you want to be at bluffing.
Climb (Str) 0-15/max
A few ranks of climb will get you up rough natural surfaces and knotted ropes from your grappling hook. If you want to get more, you can get really good at it. However, it's easy to substitute for climb (fly, spider climb, levitation, grappling hooks, climbing gear, etc) so if you're not a second story man, you can get by without too much.
Craft (Int) varies
Decipher Script (Int) [5] 0/10-max
If you've got a good int, one rank lets you try and sometimes you'll get lucky. Generally, I'd leave this for the guys with comprehend languages though.
Diplomacy (Cha) 0-max
Diplomacy is always useful--even if you don't invest too much in it.
Disable Device (Int) 0/max
Max depends upon your int and equipment as well as your DM. IMO, +24 is all you're likely to need (disarm a 9th level spell trap). However, before then, you should max it out unless your use for it is Aid Other on your party's other rogue.
Disguise (Cha) 0-max
Multiclass rogues and rogues with hats of disguise might well get some good use out of five or ten ranks here. However, relying on magic won't always work--especially as you increase in levels. Split it if you want but know what you can and can't accomplish (a split rank rogue might fool the orcs into believing that you're just one of the evil overlord's soldiers but it'll take a maxed ranks rogue to fool the enemy into believing that you're really their general returned early from patrol).
Escape Artist (Dex) [5] 10-max
If you're not using this to get out of grapples (which will require maxed ranks), the relevant DCs are 30 (manacles), 35 (masterwork manacles), and the opponent's use rope check.
Forgery (Int) 0-max
Actually, I think the rules are rather ridiculously easy for forgeries. If you are forging a type of document you're very familiar with and the handwriting isn't specific, you get a +10 bonus to the check. And it's opposed by the other guy's forgery skill (which generally translates into his int bonus). If you want to fool people who invest ranks in forgery then you'll need to max it. If you want to fool the little people with seemingly innocuous, commonplace documents, it's easy.
Gather Information (Cha) 0-max
Again, it depends on what you want to find. The highest DC the PH lists is 25.
Hide (Dex) 0-max
IMO, this is a skill to max. It's hard to be stealthy and you never know what kind of spot your foe has; I wouldn't be comfortable until I had at least a bonus ten points higher than the expected spot of the kind of people I wanted to sneak by.
Intimidate (Cha) 0/max
It depends who you want to intimidate.
Jump (Str) [5] 5-max
5 ranks gives you the synergy bonus to tumble. Oh, you mean you want to actually jump?
Knowledge (local) (Int) [5] 5-max
I often put only a few ranks in this skill. It depends how specific your DM makes it (knowlege local: universal/nation/city/district/etc) and how often it comes up in play.
Listen (Wis) 0-max
Max it. You want to hear the assassins sneaking up on you--not just the people who don't max their move silently.
Move Silently (Dex) 0-max
See Hide.
Open Lock (Dex) 0/max
Actually, you can do a lot with just one rank. Masterwork tools, plus a good dex, plus take 20 will open up an average lock. If you have an ally or two to help you, you can get a good lock with only a few ranks. To normal open locks quickly and amazing locks at all, you'll need a lot of ranks but you can try spells (Knock, Shatter, etc) in those cases.
Perform (Cha) 0-max
To make a convincing disguise as a travelling performer, you'll need +5 or so. If you want to compete with the bards and get royal audiences, etc, you'll need a lot more.
Profession (Wis) varies usally 0/1-max
Search (Int) 0/max
You can't go wrong maxing search but you can rely upon potions of vision and lenses of detection if you want to get by with less.
Sense Motive (Wis) [5] 5-max
5 ranks gives you the synergy bonusses. If you want to catch good liars and sense every enchantment, you'll need to max it. If you're willing to rely upon risk minization schemes (I can't tell if you're lying, so I'll offer you something that you should be happy with if you're telling the truth and if you turn it down or make an excuse then you were lying and if you take me up on it, I'm not losing more than I'm willing to lose, etc) you can get by with less.
Sleight of Hand (Dex) 1-10/max
Spot (Wis) 0-max
Another one to max. You want to notice the Glooms or whatever other assassins are coming for you.
Swim (Str) 0-5/20
Just know what you can reliably swim through and plan accordingly.
Tumble (Dex) [5] 5-15/max
1 rank lets you attempt it (and you don't lose much for that). 5 ranks gives a good synergy bonus. If you want to auto-tumble, you'll probably have to max it since the DC goes up in different circumstances and if more than one person threatens you.
Use Magic Device (Cha) 0/max
Reading low levels scrolls and using wands can be done fairly easily if you don't need 100% success. If you want to really burn through consumables or fool Holy Avengers into thinking you're a paladin you'll need to max it out.
Use Rope (Dex) [5] 0-5/max
Decide what you want it for. If it's for tying up Harry Houdini, you'll need to max it out. If it's just to put a grappling hook on a 50 foot high ledge, you can get by with a lot less.