As long as we're talking about builds, pointlessly since we don't have any real game experience yet, here's my $0.02, based on prior games.
In terms of direct effect, Strength, Agility, and Luck sound valuable, for carrying capacity, APs, and critical hit rate respectively.
Charisma we don't know about yet, since we don't know how persuasion works yet, or how often it will be important. It sounds like we may be returning to Fallout 3's probabilities instead of New Vegas's thresholds, which is unfortunate. I much preferred the pass / fail system, and the number of different skill checks that could come up in dialog.
Experience gains from Intelligence - well, it's hard to say right now. We don't know how strong an effect it is. I guess the lack of a level cap means that experience boosts may feel similar to the skill-boosting effect it had before.
Perks: given my prejudices, Armorer (ST 3), Locksmith (Per 4), Gun Nut (IQ 3), Hacker (IQ 4), and Science! (IQ 6) seem like must-haves. Everything must be opened, and I must craft the best gear. Engineer (IQ 5) may be important or worthless, depending on how common the "rare components" are otherwise. I never bothered with Scrounger in prior games because ammunition was so common, and the same may or may not be true of crafting materials.
Most everyone's going to want at least one of the weapon-boosting perks: Big Leagues (Melee, ST 2), Heavy Gunner (ST 5), Rifleman (Per 2), Gunslinger (Agi 1), or Commando (Agi 2). Unless you're playing an oddball build that avoids combat altogether - I've read of people doing that in Falllout 3.
Sneak (Agi 3) and Ninja (Agi 7) are probably going to be in a lot of builds. I always seem to drift toward ranged stealth in Bethesda games because it's effective. Mister Sandman (agi 4) is now extended to boost damage from silenced weapons - but will those be common? Unknown at this point.
Basher, Lead Belly, Life Giver, Cannibal, Cap Collector, Chemist, Nerd Rage, Blitz, Fortune Finder, and Scrounger are probably going to suck. Just an educated guess at this point since actual gameplay could change things - maybe water will be more important in 4 than it was in 3 or NV, making Lead Belly something you'd care about, but I doubt it.
A few perks seem cheaty, like penetrator (Per 9). Perks shouldn't let your bullets go through brick walls!
Some perks make me think it'd be interesting to try quirky builds for a second playthrough. Notably Intimidation, though the "must be higher level than target" requirement may mean it's of limited use when things get sticky, and you can't really play a mind-control character.