No self-respecting nano-technician will ever be found with a weapon in hand. All weapon skills come hard to the nanotech, and by level 25, there is nothing you can carry that will match the power of your nuke programs. In the very early stages of your career, it may be useful to supplement nukes with the "newbie" weapons, but these have no skill requirements. Do not develop ANY melee weapon skills.
No, really. NO WEAPONS! No! No! Bad nano-technician! No gun! Nuke!
Actually, there is one exception to this. There are several "buffing pistols" out there that will increase useful skills like Intelligence and computer literacy. Common examples include the "O.E.T. Co." line or the "Galahad Inc T70" series. It may be worth developing some skill with pistols so that you can use these.
You don't use melee weapons, so you don't need to be fast with them. Ignore.
You don't use guns either. Ignore.
And NO, you don't beat people up with your FISTS! Ignore.
Ooooh! Now, THIS, you max. Get this high enough, and it'll only take you an instant to zap your opponents. You'll still have to wait for your nano to recharge, but you can run away while you're doing that part.
Useful. Increase it at least a little, or enemies will hit you with criticals ALL THE TIME.
Evade Close Combat
Same as Dodge Ranged. You might say, "I'm never going to let anybody get close to me anyway, so I don't need this skill." You would be wrong.
Same as Dodge Ranged again. You can get by without much of this, while you're on Rubi-Ka, but in the Shadowlands LOTS of critters fire off "explosion" type attacks.
An utter necessity for PvP, or for going into the Shadowlands.
Max this. One of a nano-technician's primary tactics is to nuke and run away. This is the "run away" part.
Raise this to 1000 if you are a tradeskiller, basically this skill is solely for the use of Tutoring Devices. 1000 skill allows you the use of QL 200 Tutoring Devices. There is no bonus for having more than the required skill.
This skill is used by the crucial "Notum Harvester" line of nanos, as well as nano cost reducers and range increasers. Max this skill.
This skill is used only by the Enfraam's Fortifications, absorb shields, and intelligence/psychic buffs. Nice, but not crucial.
Used by the int/psychic buffs, nano cost reducers, calms, blinds, and a small number of nukes. Useful.
This Skill Is Essential For Casting Nukes and doing nano damage. Max this. Use implants to boost it. Get skill buffs from friendly meta-physicists to increase it. Find any items you can that enhance it, and use them. This skill is your life.
Time and Space
This skill is needed for notum harvester nanos, AND for nano-recharge kits. Max this, or you WILL run out of nano before the bad guys run out of health.
Used by blinds, calms, and nano reducers. Useful.
Everybody needs First Aid, unless you've got a doctor on a leash.
Everybody needs to maximize treatment, even if you DO have a doc on a leash. It's used to put in implants, for nano recharge kits.. oh, right, and also for sit-down health kits.