(Edited for ease of reading) Please help me make the list bigger and better
Perk list so far;
Used to starving; Effect from food lasts 1.5 longer (possibly 1-3 ranks). (thanks to paragon for this one).
Disturbed (Child); From childhood, it has been apparent that you just DO NOT like animals. Your time spent hating them has given you a solid grasp on what it takes to make them stop ticking. +5% damage to wildlife NPCs (possibly 1-3 ranks). (thanks to Marxman for this one).
Trophy Killer; You can use a knife on opposing faction corpses (much like on plants) to claim a "trophy" of your kill, which bears it's former owners name, which can be sold at the junk traders, kept for sentimental value or used as a mini player maintained "bounty" system.
He Who is Without Sin; Rocks that you throw deal substantially more damage (to the damage of a half decent spear, but without the bleed effect), making them an effective weapon against poorly armored targets.
Dr Conservative; When a medical item that you used is "consumed" or destroyed, you receive some of the ingredients involved in the crafting of that supply (if/when we can craft medical supplies).
Reaper; If you manage to kill an NPC in a single hit, shot or burst, from full health, you are restored half of the shot or burst's AP cost (or a flat amount, say 30-40, considering psychopath doesn't not effect NPCs, I can't see it being too overpowered or out of place).
Grave Robber; Graves are much more likely to contain loot for you and perhaps nicer loot too.
Academic Enlightenment; (as a replacement to educated post 24) You gain 1 extra skill points per level, retroactively granted for previous levels (obviously these can't be used to increase tag skills), (could have 3 ranks).
Faster Learning; You gain 5% extra experience from hitting or killing an NPC, crafting, repairing and science (not from assignments or ZC). (Could have 3 ranks).
Wasteland Wise; You now spot NPC laid traps from double the distance and have reduced chance of them exploding in your face if/when disarming.
The Pusher Man (or Heisenberg); Opens new recipes to mass (10 at a time) manufacture drugs for a cheaper component cost than one at a time.
Human Snail; While at your HQ you can walk while over-weighted.
Conservative in Distress; When a weapon you are wielding explodes in your hands, you are returned base components (and any ammo left in the gun), as though you had used the science skill on it instead (it still explodes and deals damage).
Energy Engineer; You can convert 1 microfusion cell into 3 energy cells and one energy cell into 2 weak energy cells.
Reverse Energy Engineering; (Prerequisite Energy Engineer) You can convert 2 weak energy cells into one energy cell, and 3 energy cells into a microfusion cell.
Component Breakdown; You can now break down 1 component into 2 metal parts, and break down 1 metal part into 3 junk.
Component Rebuild; (Prerequisite Component Breakdown) You can now turn 3 junk into 1 metal part, and turn 2 metal parts into 1 component.
Conservative Sneaker; When using a stealthboy you consume energy 25% slower than normal, 1-3 ranks. (thanks Myakot, also edited after sneak changes).
Masterful Sneaker; Your sneak carry weight threshold is increased by 2kg. 1-3 ranks.
Naturally Stealthy; (Prerequisite Masterful Sneaker) You no longer need a stealthboy to enter stealth, but when you are stealthing without a SB you are at -40 flat to sneak.
Crafty repairman; Only 1 oil is required to repair weapons for you.
Mad Science; You gain more components from breakdowns.
Hunter; Can be a hunter perk for all critters in the game, could be restricted by 50 kills of that critter too, giving bonus critical damage against the specific creature (thats a lot, but you could pick just the popular ones DCs, aliens, scorps etc).
Used to it; Your own explosions deal 10% less damage to you.
Reputed Relic Hunter; Trading in relics now grants you 1500 reputation instead of the usual 1000.
Explorer; You are much more likely to encounter special encounters on the world map.
Junk trader; You can now sell anything in any condition for a minimum of 1 cap (everything but ammo).
Feared; Most human groups in the wasteland (not core) will not attack you unless you attack them first, if possible could only work for a group if they are all Feared.
Minecrafter; You can now harvest wood from trees and fiber from plants with your bare hands.
Pest Exterminator; You deal +10% damage to all insects and rat type creatures.
Waste Weathered; You gain 5% DR and 5 DT in random encounters.
Game over man; Optional level 99 (and possibly level 24?) perk, you start back at level 1 (and get a respec?) but stay in whatever faction you were in and retain your room, gear, reputation, recipes and support perks.
Maybes;
Dump and run; grants the ability to drop your whole inventory whenever, wherever you want.
Vulture; Can "eat" Bodies to get rid of them, and out of the way while restoring a bit of health, not player bodies obviously though. (i saw this suggestion elsewhere)
Keeping it together; Your gun rarely explodes any more (the explode chance is halved, but the gap is replaced with more jams).
Just for you; A vendor, in an instance, only for one player, no following, which has some decent gear and some caps, but refreshes only weekly.
Drug Preference; Restriced by other preferences (you can only have 1 preference), Increasing the length of the positive effects and lessening the malus of that specific drug.
Hard drinker; Alchohol grants you an endurance bonus but only for a minute.
With the wind; You gain 1% movement speed when outside of the core.
Wasteland Watcher; You gain +15 vision range outside of the core.
Dungeon Crawler; You gain +3% critical chance and 5% damage while in a dungeon (archives).
Keep the peace; Return your reputation with all factions to 0 (except your own) if they are higher than 0, gain 500 rep.
Master Craftsman; A random component in the recipe is returned to you when crafting new items.
Reputed Businessman; Your reputation with your faction effects your persuasion when it comes to selling items at your base (1 for every 10,000 reputation).
Ammo for scrap; You can break down unwanted piles of ammo into junk (25 for 1 junk).
Framer; Every time you hit a friendly player there is a 25% chance the person closest to you will lose reputation instead. (not if you kill them and not if there are only two of you).
Con Artist; You can sell junk as though it were something of value (5-10 caps?) to the traders outside of your HQ.
Beyond the grave; You shout instead of whisper when you are dead or dying (unless you type /w).
Alien Abductee; You gain a +50% chance to cripple aliens, and they now drop a tentacle as a keepsake (and sellable item 35 caps at outside merchants).
Puppy love; All dogs are considered friendly toward you until you attack them (considering dogs arent really much of a threat it surely won't effect pvp that much, and it's only the player with the perk).
The Five Finger Punch of Death; Against human NPCs (not players), your bare fist attacks have a small chance to explode your target (deal 10X damage and exploding death animation).
Famous; Adds your name to a new hall of fame category called "Perkiest" (a bit silly and aesthetic yes but some of us know we'll never make it and it'd be nice to be up there). >.<
Please help make/alter suggestions I am all for more choices and weird and wacky stuff too