Skills worth 5 ranks:
Balance ('cause if you don't have 5 ranks in Balance, you're flat-footed while making Balance checks...)
A few Professions (Miner, Sailor...)
Synergies
Skills worth maxing:
Concentration (ever suffered damage while casting?)
Diplomacy
Escape Artist (unless you have access to magical effects like teleportaion or Freedom of Movement)
Forgery (VERY campaign-dependant)
Gather Information
Intimidate
Jump - Situational, but you never know... Plus Tiger Claw martial adepts need this very bad.
Knowledge - Arcana, Religion, The Planes, Nature, Dungeoneering, Psionics
Perform
Ride (only if you use Mounted Combat a lot)
Search
Spellcraft/Psicraft (if you have access to 9th level spells/powers only)
Sleight of hand
Survival
Max it or leave it:
Bluff/Sense Motive
Hide/Spot
Move Silent/Listen
Disguise
Stop once your modifier reaches...
Craft - 24
Decipher Script - 29
Disable Device - 24
Handle Animal - 20 for druids and rangers, 24 for others
Heal - highest poison or disease DC you can find minus 3. Shouldn't be that high. Be sure to have a healer's kit
Swim - 19
Tumble - 29
UMD - 33 (24 for Warlocks)
Who cares
Appraise - Uh... frankly, have you ever used it?
Climb - Spider Climb comes early enough. Plus it is untrained and strength-based, so use a lot of Aid Another and ropes and it should work.
Open Lock - Oh, come on. Knock is a 2nd level spell.
Use Rope - It's Dex-based. Just take 10.