The wiki is not infallible
Looks like this particular case was changed after I tested it. Thanks for letting me know.
No problem.
I've got to scrap my build and start over. On the oddities system, psi character, im already level 7 at junkyard but i bungled my build by spreading points around in things im not actually using much. Like crossbow when i dont need it now that psi points regenerate, trying to go for both hacking and lockpicking, ... i keep getting myself into situations i cant get out that id be able to if i narrowed focus a bit.
this time pure psi, melee as the only weapon cat so i can use the psi punch effectively, go for lockpicking over hacking, high stealth, persuasion, skip crafting. I always liked the burgle-mage.
I went with a pure psi user and I can max out hacking, lockpicking, 3 crafting skills, and all the psi skills. I'm level 14 now and I beat like 2 quests in a minor location after the game opened up, I spend most of my time just exploring.
It might change later, but the more I play the more I wish I took persuasion and intimidate for this char over lockpicking and hacking. It got me around 4-10 exp that I wouldn't have gotten without them, but for the most part they just give me access to items and money I don't need. It might be important to note that I quickload merchants in order to get the components I need. For someone that isn't willing to do that having access to more loot might be beneficial, but it's still a complete shit show.
Intimidate is nice because of yell, though I can't vouch for how good it is. Persuasion is nice because it would allow me to skip prerequisites for certain quests. I encountered 2 npcs that had quests, but they tell me to go fuck myself because I can't persuade or intimidate them. I'm certain you can do both of these quests if you did something else first but if you like to fuck about the world and discover stuff out of order being able to actually do the shit you discover is convenient.
Yeah, I would always recommend only one "weapon" and one main branch of craft focus to invest points into.
I strongly disagree with the latter. Obviously this advice depends on the build but lets look at crafting skills on their own.
Biology has a defined upper limit, meaning once you reach a certain number you should leave it. The most basic products it provides are plentiful and inexpensive. If any of the more powerful concoctions can be easily obtained late game I'm not sure about its effectiveness. You need to dabble in chemistry and mechanics to get some items.
Chemistry looks to be the same as biology.
Electronics creates custom psi headbands, shield emitters, cloaking devices, and tasers. To create headbands you need a modest biology investment.
Tailoring is required if you want to create your own armor and boots. It doesn't matter if it's metal or leather all of them have components that require tailoring.
Mechanics creates guns, many types of armors, and some components require mechanics.
Taking all of the above into consideration taking
more than one crafting skill is extremely beneficial because there is so much overlap. Depending on what you want to make it's outright required. For example if you want to make armor that isn't leather you pretty much have to take tailoring and mechanics.