Dauntless (10k)
Pro (10k)
Sure Hands (10k)
As a random skill on a Human Lineman or Catcher, Dauntless is not a bad early skill. It helps against those rosters that Humans conventionally struggle with. It's also really good on a Stunty player.
Pro is a decent skill late in the turn, late in the half, or when blocking. It's risky, so it's not great when you gotta have it. But on a push/skull or push/push, it's a safe way to fish for pows, or when you aren't sure you'd use a re-roll. Pro is especially good for saving yourself on one-die or half-die blocks, but it's better if you have Block or Wrestle.
Sure Hands is a pretty critical skill for an all-lineman team. Depending on which team you're playing, it may or may not be desirable: if your Throwers start with it, or even if you just run a Thrower, a Sure Hands Lineman isn't great, but if you carry with a Lineman, you want at least one Sure Hands.
Dauntless and Pro make for a great combo, and can be used either of two ways. On important blocks, you can Pro the Dauntless roll, keeping a team re-roll safe in case of catastrophe. On less important blocks, Pro can save you if the blocking dice go bad, particularly after failing Dauntless.
Dauntless and Sure Hands aren't terrible together, as it helps to blitz away from strong players. Pro is also useful with Sure Hands because it's a better-than-nothing ersatz Dodge. All told, Dauntless and Pro probably pair better together than either does with Sure Hands.