squid830: I can't remember the benefits being that great, so I promptly ditched it for another thought. Come to think of it, I think I spent more XP on deleting thoughts than I did on actually levelling up the skills...
smlrfrt: Sounds about right, so far I've used two skill points to get rid of/forget thoughts that turned out not quite the way I, well... thought they would. It's a very novel and innovative approach to a perk system and I'd hate to see it changed or "improved for the worse" in any way, shape or form. The skill point-spending to forget may seem a bit punitive at first but the relatively steady supply of experience points earning you back the spent skill point in (almost) no time makes up for it. I think it's balanced really well.
For the most part I ended up with 3 or so unspent points at any one time. Near the end I think I may have accumulated about 8 or 9, because I forgot to use them and couldn't decide what I wanted to spend them on. I probably missed out on a few passives because of that.
I did find it somewhat difficult to decide sometimes which thought to get rid of, to try out a new one - only for the new one to be much more useless than the one I disposed of.
There are definitely some good ones in there. Unfortunately a lot of the ones that supposedly give you something (such as 10 XP for passing certain passives) look like they don't work. The one that supposedly allows you to use speed to also give you +1 PSY definitely didn't work when I played, but that was before the most recent patch (I only got that one near the end, and by then I'd disposed of that thought).
Others seem stronger - the fascist one, I thought was supposed to give you 2 to PSY when drinking, but it's actually +2 (so I could have misunderstood the intent - but that's pretty good! It gives -1 mood whenever choosing a fascist response, which ironically encourages choosing something else. I also had the ultra-liberal one, and since that one also worked (+1 real for ultra-liberal responses), I chose that for that sweet, sweet cash).
Some thoughts could do with some kind of additional benefit though, especially some of the copotypes. One of them increased my "learning cap" in about 4 different skills, but didn't actually raise any skill nor provide any other benefit, but it did give me -1 Logic. That's pretty bad, especially considering that for the most part, I don't think I even reached the learning cap for any of my skills, and if I had then the appropriate drug would have helped enough. I guess those thoughts are for people who choose a 1 in psy or int, since those skills come up quite often, and with only a 1 in the relevant stat, it might be worth actually putting more points into them.
The money is definitely balanced quite well - even with that +1 real ultra-liberal thought (and me choosing those responses whenever I had a chance), I still couldn't buy everything in the game, even when I pawned most items. It's also kind of cool that some of the items you can pawn have actual in-game uses, even if they're minor. Having said that, the ugly tie lied - it never gave me an opportunity to use that thing that it insisted I buy. I didn't pay full price though, so could have sold it for a profit.
Sometimes I think you actually need certain skills to be LOW enough, so they don't interfere and stop you from doing something. I'm pretty sure one of them (can't recall, but probably Volition?) may have stopped me from getting the Boaideiro thought.
I've played this through twice now, so probably won't for a while, so hopefully they patch it some more by then. I still haven't even seen at least 6-10 of the thoughts - I guess they're possibly related to specific one-time situations or something? I'm pretty sure that some of the ones I had were like that...