Ultimately what skills are clustered, or in as their own thing, or farmed off to Profession has a lot to do with setting focus.
I do think there's a case for a Social Sciences cluster or skill. History definitely overlaps with Archaeology, and Psychology with Sociology. But if that should be kept completely away from "lab*" sciences, fine.
(*Mathematics isn't really a Lab science, and Astrophysics barely is. That and Astronomy - which I assume is under Physics - share more with Archaeology and Paleontology, in that they both gather data and can make predictions, but generally can't set up experiments. Mathematics, of course, doesn't sully it's pure hands with gross experimentation...)
But I don't buy the argument that it's not going to be a focus area, given that the people focussed sciences would be pretty important in a space colony. You could easily just have a Humanities skill (History, Archaeology, Anthopology, Sociology, Psychology, Economics).
For that matter, in a pre-stellar setting, there's a good case to Specialise Medic, maybe into Trauma, Surgery and Mental Health? For the purposes of a game, the choice to have a one size fits all situations skill, or to have related skills comes down to story design. Do you WANT the team doctor to always be a cross-discipline expert, or is that going to need a few more skill points?
No size fits all answer, but things for people to consider.