It's worth it to put only 1 in skills at start. You'll definitely want more points in skills later, but 1 will get you by at the very beginning in many situations. If you're looking to create a reasonably "optimal" party (as opposed to my crazy, all melee, Three's Company party) you'll want a good mix of ranged weapons and put a point or two down the road in some kind of melee weapon as a back up for if/when you run out of ammo. You'll want to spread your non-weapon skills among your party members, there's no reason to overlap at all, that's wasteful. Pretty much all of them are useful, barter is probably the least useful since the discount isn't all that impressive (only reason I took it for Stanley Roper is that I though it was thematic, and that's partly what I'm going for). Make sure you have a character with first aid (that's RPG gaming 101, but I figured I'd post that for idiot-proofing [not implying you fit that description ]) If you're a serious min-maxer, you can look up the various companions and plan ahead, since companions can and will cover some skills for you. I won't tell you about any of that here (there are plenty of guides around the interwebs) since I don't know if you're into any of that (I'm not) and I don't want to post spoilers.
Exactly what I needed. My first attempt at party creation had me putting 2-3 levels in and I felt like there weren't enough skills. Practically got everyone a weapon and one extra.
Going 1 level will enable me to actually get first aid!