Yeah, that's extremely dated. It looks like it's from somewhere around Update 7.
And after looking at it again, it seems to be focussed around stats. The only skills listed were open lock, disable device, and jump. All three of those should just be a given anyway for a lot of content. Open lock is frequently useful for bonus chests or optional areas. Disable or jump are useful for avoiding trap damage. It should go without saying that those are semi-required.
I know that heal and/or spellcraft and UMD and/or disable are useful for optionals in a couple of quests, but I was hoping for a comprehensive list somewhere. It looks like I may have to compile my own.
My ultimate goal is to create a single character that can do all of the quest optionals that can be soloed (even if it's on casual or normal and way over level). So, at a bare minimum, I need lawful (POP), arcane lore and religious lore (Rest Stop), heal and/or spellcraft, UMD and/or disable, perform and/or swim, haggle and/or repair (all for The Evil We Know), disable and/or repair (The Same Old Song), a trapper of at least level 4 (Rest Stop), and Wilderness Lore (Mask of Deception).
I'm sure I'm forgetting a few things. I set my expectations low (normal or casual) due to the fact that the character will probably be useless for any real questing and it's mostly just for a personal goal. If I didn't need to be lawful, a bard/artificer would be an obvious choice. I've got a couple of tentative builds planned out. The most viable one is looking like Artificer 17/Cleric 2 (knowledge domain for skills)/Dark Hunter 1.
Edit: I forgot to mention, a pet is also needed for some quests. Especially The Twilight Forge where hirelings can't be summoned. This limits potential builds further.