Couple of things on why those aren't "overpowered" either. First, if the DM is running the game properly, he almost never asks for a Perception check because asking for checks without a player stating an actual action to trigger the skill is a no-no. As well, if the player actually takes an action to "search the room" or the like, there's still no check unless they're also in a dramatic situation (tension). If nothing's going on, then there's no check. They just take the time and succeed. If your DM asks for too many skills checks, then yeah, maybe there's a case to be made here. But that's a DM fail, not an overpowered skill. There is also the matter of opportunity cost. You've so focused on one skill that you've effectively got only two other skills to choose and no real way to give them any particularly high value except for the training bonus plus primary stat mod. So you've got one big skill, Nature at around a +10, and two other skills to pick. When a skill challenge comes up, you're going to have a harder time than someone who has spread out their skill selections and bonuses. In fact, in our games because we run skill challenges RAW, the specialists like this often cause the party to fail the skill challenge because they have a coupe of awesome skills and the rest are terrible, incapable of hitting the RAW moderate DC reliably. In a social skill challenge, for example, Mr. Perception here is totally going to blow it for the party unless he puts his training in those skills and brings them up to a 4 or 5 so that he can reliably hit the moderate DC. (This all comes down to what primary skills are in the skill challenge, naturally.) Of course, again, if your DM doesn't run skill challenges RAW or doesn't use skill challenges at all, then there's a case to be made. But that's, again, a DM fail causing the imbalance. A +18 Perception means tapping the high DC (which will probably never be necessary). You're better off dropping that skill by around 6 points (choose other themes, feats, backgrounds, or whatever) so you can tap the moderate DC, then get those points elsewhere to bring a broader range of skills up to a decent level. You will be more well-rounded and able to kick butt in combat and non-combat situations equally. Mr. Wizard is also filling his utilitarian role with those cantrips, but again, those are only once per encounter. They aren't an I-win button for sure and during a combat encounter (say, using Spook to get an enemy to surrender), there's an opportunity cost for doing that instead of fulfilling your role as a controller. Average NAD of a 1st-level monster is 14. Add 10 if hostile for DC 24. You're still only making that (one) guy surrender 75% of the time when you could be controlling with AOE. Situationally effective at best. There is a case to be made for initiative. Going first is valuable, especially for a controller. But going "super-first" is no different than going first most of the time. If you're beating everyone handily at initiative (or blowing past the moderate DC with no problem), then you've gone overboard and many of the points in those skills represent opportunity cost you could have reallocated in other areas. Specialists are fun, but the game as written doesn't particularly reward that tact. Everything is a trade-off.