The thing about skillchecks, I think, is that their fun factor really depends on the writing and design around the skillcheck.
A talkie playthrough is, often, at the end of the day just "see highest check I can pass, click, ???? => WIN!". It's like a platformer with no jumping. What makes it satisfying is that the dialogue and level design sets up some expectations, and then the skillcheck lets you break them in cool ways. You get a good buildup of an intimidating tough guy bruiser who screams he's too tough for you, and then you get the satisfaction of a clever set of verbal defenestration.
I think one of the things AOD did so well is that there were quite a few places where you felt, this is the kind of persuasion check I've never gotten to do elsewhere, this is the kind of screwy thing I rarely get to convince people to do. (Something similar happens with Alpha Protocol and its reactivity options.) And having really strongly flavoured characters, as well as the political intrigue turned up to 11, really maximised the satisfaction here. (I actually think a dedicated swindler setting/quest, where you have to lie to different NPCs to, say, get them to invest in a completely fake company/building project, could be interesting for VD writing & ITS design.)