For the first few levels, players never seem to have enough DP's, as they are trying to max out their basic survival skills - whatever those may be for your campaign. For my campaigns, they tend to be hit points, spells/weapons, armor, perception, S&H and a smattering of utility skills. As the returns begin to diminish, players tend to drift over to skills they have found would have been useful, had they been able to afford them earlier in their careers.
Instead of double developing their weapons, they might still keep active with a single rank in their primary weapons, but spend points to diversify into other weapon types, or social skills, or crafting skills, or medical skills.
Within a few levels, my players typically have a good deal of relative wealth. By that, I mean that they won't be unable to afford a room, or book passage, or pay for medical treatment. But, they've usually suffered quite a bit to get what they have, and it's become clear to them that MY world does not have a lot of excess coin laying around for adventurers to scoop up. The hoarding mindset begins to creep into them, and they start learning skills that will help them KEEP their wealth, now that they've gotten a taste for it. Knowledge of weaponry, horses, or gear quality will help them pay fair prices. Cooking makes for a more pleasant camping experience, and I'll even give bonuses to HP recovery for a particularly good meal or well set-up campsite after an encounter.
For me, it really hasn't been an issue.
And in those cases where players really DO have over the top skill bonuses (like for combat), I tend to give them personal nemeses. They might be able to plow their way through "normal" foes, but if they are that superior, they certainly should attract the attention of some equally stalwart nasty.
As Glenn Ford discovered, there's little satisfaction in knowing you're The Fastest Gun Alive, if you can't prove it.