Skids has a bad reputation, but I think he's strong - at least at Standard difficulty, 1-2 investigators - if you can adapt to him.
His card pool is his first difficulty. He can take Rogue (0-5) or Guardian (0-2). With the prevailing wisdom of "killing enemies is better 'cos then they can't hunt you down", it seems a lot of decks treat him an auxiliary fighter. This gets him bogged down in combat, and misses his major ability - speed. Some decks lean into Guardian - don't. You're not there to fight, you're not even there to waste time evading (if you can), you're there to run.
Skids can regularly take 4 actions a turn. That is awesome. There's a reason that Leo De Luca is one of the strongest allies in the game, and Skids can take him as well. That's 5 actions a turn, if he can afford it.
Oh, Hot Streak? Lone Wolf? "Watch this!"? Resources shouldn't be too much of a problem.
Skids should try to rush to the finish. With his low , and the fact hunting enemies do appear over time, you want to minimise the number of turns you take. Rush to the finish, before the encounter deck finishes you.
Your encounter card mitigation is getting through the game fast, by aiming to take 5 actions each turn.
How do you do this? Well, Skids has access to two Awesome allies. Leo De Luca is expensive, but excellent. Cat Burglar doesn't see a lot of love, but plays beautifully when you're trying to run to the finish. Testless disengage and move? Sign me up!
You can also mitigate attacks with cards like Narrow Escape, Dodge, and On the Lam is actually really good when you just need to press on, regardless of the enemies around you. Elusive is a great mobility card, and gets you away from the horde of enemies you've got chasing. Consider "I'm outta here!" too - when you need it, it can win the game.
With 4 , Skids can evade - but evasion takes time, and this should be a backup option. Cat Burglar gives some of the benefit of evasion - the disengage - and a move, so can be very efficient, especially with multiple enemies.
But... you can't run away all the time. Sometimes you'll need to fight. Well, Rogue faction has you covered. Sleight of Hand makes firearms fun again, and Lupara is a great card to combo with it. Fast play a gun, use it twice at +2 +2 damage and get the gun back? Give them both barrels! .41 Derringer is another good one, and can play into the 'more actions' theme of the deck. And Switchblade is an awesome upgrade of Machete - cheap, fast, +2 , and a decent chance at additional damage.
Contraversially, I'm not a fan of Lockpicks in this sort of build. As they can only be used once per turn, they're too slow. Flashlight has no such problems. I suspect that Scene of the Crime might offer a good way to grab 2 clues before you run away.
What about his alarming Willpower? Well, ignore it. Don't try to shore it up; you'll fail anyway. If you're really worried about cards like Frozen in Fear, pack "You handle this one!", or beg another investigator to take Logical Reasoning. However, I've found that it can be quicker just to press on for the finish, carrying Frozen in Fear.
In short, try for fast events, fast weapons, fast everything. Fence may help with this (not tried it). Arrive, get Flashlight out, and go...
In multiplayer, I suspect this approach will suffer; more enemies will be drawn, Lone Wolf won't fire so much; I'm not sure how well it will work. I've also not tried this on Hard or Expert, so it might not be viable there.