Yes.
I went with the design philosophy of a group being balanced if it had three good skills, and that two Craft, Knowledge or Perform skills were equal to one good skill.
Not all the groups follow this idea. For example, Educated gives all but one knowledge skill. This was due to a desire to make it possible for a character to invest into all knowledge areas without having to choose eight different groups that completely overlap except in knowledge skills. A few groups, such as Perception, are also more powerful due to thematic reasons (all four of those skills are directly involved with perceiving things) but on the whole they stick to the 'three good skills' philosophy.
Honestly, the only group I have had any issues with is Educated. I haven't seen any abuse yet but it's possible. Then again, Knowledge skills are generally sub-par (hence the two for one equation above).
With regards to actual game play, I've been using these with my Modern game for several months now, and though characters are generally more powerful (they come up with cool ideas for their skills and I usually approve them), it's not an increase that has unbalanced the game nor made it less fun; quite the opposite, it's allowed the team to split up successfully during investigation phases, as they have the skills to do the legwork. Even though the martial artist can now act as a face, the negotiator is still head and shoulders better at it. Both players are happy, the Martial Artist with his ability to interact successfully and the Negotiator with her ability to socially dominate when she desires.
Finally, it's made it so that all advanced classes are accessible to all characters by level 6, and most are accessible by level 3 or 4. It always bugged me that a level 4 Fast hero could be a Soldier or Martial Artist but that a Strong hero had to be level 9 before he could be a Gunslinger or Bodyguard.