I've narrowed it to these:
Dungeoneering Experience
Use Dungeoneering check for Thievery
(I'm currently illegally trained in Thievery-- This would give me a +10 to thievery basically, and free up the illegal train for a legal skill like diplomacy.)
Versatile Expertise
+1 ATK to Tome/Dagger
(This would give me a +7 total to attack, which isn't bad, and obviously this is used ALL THE TIME)
Deep Sage
+5 Dungeoneering Knowledge Checks and Aberrant Creatures / Deep Speech
(This would offset my Wild Sage and increase Dungeoneering knowledge, plus a crazy language)
Disciple of Lore
+1 Trained Skills
Makes me an eency bit better at the things I'm good at
Superior Reflexes
+2 Reflex, Combat Advantage on all 1st round
Better defense (19 Reflex), a +2 to all my attacks on first round (with 5x5s, can be useful)
Wasteland Wanderer
+2 Nature, Percep, Init
+13 Nature, +9 Perception, +4 Initiative. Meh.
Skill Focus History
+3 History Checks
This would make ALL knowledge checks I do with Legend Lore (every 5 minutes, so almost always) have another +3 to them. This would make my nature knowledge checks an 11 + 2 + 5 + 3 = 21 right off the bat. The minimum nature check would be a 22. Every other knowledge chekc would be a +14 without Legend Lore, a +19 with it.