The MP perspective:
Economic is kind of mandatory in MP. No admin groups gives you as much benefits in the early game: money and policies
There is a case to be made for Innovative in a lot of instances as well (Innovative/Quality)
Religious is also a group that one might consider, if going for a Quantity/Religious/Quality build.
On the other hand, Administrative and Humanism have really low priority on MP games.
Regarding DIP groups, most MP games use the 50% MIl group rule, meaning after taking Economic and Innovative slot 2 and 4, your 6th slot is likely to be Trade. Some heavy cav builds take Espionnage when combined with Aristocratic (Poland, Hungary, Lithuania, Hordes).
Also, many MPs have a house rule that says something like: "one DIP group in the first 4". Which means again that Trade is regularly taken. Influence is also an usual replacement for colonisers once Exploration has lost its purpose.
Finally, groups like Maritime and Naval can be very useful for nations that go full naval, and break others only via constant devastation due to blockades. They need of course a strong land backer (or be England), but such builds can do huge damage.
My point is the following:
In SP, some groups lack behind others. But the balance is almost reversed in MP, making those very groups relevant again.
There are however one idea group that is disregarded both in SP and MP, and it needs dire attention, in my opinion: Expansion