In terms of perk benefits that may be true, but the change as I understand it isn't just about boosts but whether you can craft something or not since it will now require getting the required magazine. So assuming everyone plays 'fair' then sure maybe it will all just work out. So I'm amending my prior concern that it's not about the change of how skills/capabilities are acquired. It's that the change IMO will exasperate the challenges with multi-player since people don't play to the design and only play to the rules of the game until they figure out a way to bend them. So, I'll leave it at this - this seems to be more than just a change to how that part of the game works for an individual but has a high potential for negative dynamics in multi-player.
The current system (A20) from my perspective falls in line with your statement. The acquisition of skills to be able to perform the core building/crafting of the game are independent of the luck of random loot gen and are part of meaningful decisions . Random Loot Gen is interesting and makes exploring/scavenging fun as as provides a boost to the core skills or overall play. This change (A21) appears to remove the common building blocks of character development and throws it all at (weighted) RNG based on a path selection. This makes magazines more important to being able to play the game than they currently are and by extension increases the luck factor of the game. If it's weighted so heavy as to effectively grant the same capabilities by forcing the magazines that drive the same progression onto you then the value of the change is just change for change's sake.
So while experiences with that will be different for different people, I am not a fan of the premise as it feels like meaningful decision is being taken away and replaced by the roll of the dice.