Yeah, that can be an issue, there are some skills that dont really seem all that important until you find out that they really are a pretty big issue. I would just suggest that you make sure each of your players have one social attack skill and one social defense skill they at least have a +2 in, otherwise they will be forced to spend fate points, to have even a small effect in social conflicts.
On the other hand, social conflicts are a great place for people who dont have any combat skills to shine in. If you have a party face, and you also have players that dont have any social skills, they should be trying to improve the effect of the face's rolls by throwing out maneuvers to place aspects on their foes, allowing the face to tag them and be even more effective.
For example:
Billy and Sam are basically combat bruisers, they know how to hit stuff, and they hit real good, and real hard, but they aren't terribly sly.
Alice, on the other hand, is a Social butterfly, she can lie somebody's pants off, she can convince you that your car is worth $10 and then you'll offer to let her take it off your hands for $5.
Alice is in a social conflict, and Billy and Sam are there to keep her safe. Since Billy and Sam aren't very social, they just stand behind Alice to back her up. They each roll presence, if they roll a 3 or higher they will put an aspect on Alice, called "My Back is Covered" and "My Friends are With Me!"
If they succeed Alice can tag both of those on her next big Intimidate "If you don't give us the information, the boys here will rape you with guns," netting 4dF+Skill+4 (That is pretty intimidating, I think).
Another important thing to note is stunts. Stunts can help you out allot here. You can do stuff like
Intimidating Stance: You are an obviously skilled martial artist. By dropping into a stance you let your opponent know that you are perfectly capable of kicking his teeth in. You let them know you mean business. You may use fists to roll intimidate.