I have several problems with the current advancement system.
1) I find it very restrictive (as many have pointed out). There is no room for a Guardsman to be an effective leader without spending thousands on Fellowship or for an Adept to be any use in a fight. Obviously this is a little exagerated but you get my point.
2) As a GM, I seem to have very little control as to how good my players are. I'm not complaining that one of my psykers can drop a man with a thought or that my Assassin/Guardsman can pilot a heavily modified Space Marine ThunderHawk Gunship. But sometimes I wonder at how they got to that point in the first place and would like a little more control over the fact that one mission my Scum shoots two guns without hitting a Hulking Space Marine and the next Called Shot's an Interrogator's head from 30m.
3) Overall, I find it rather boring that to a degree all Scum have like personalities as to all Guardsman and all Psykers. Of course they're not all the same but at the core they are all Scum, Guardsmen, Arbiters, and Tech-Priests.
So my question is, and I hope for as much input as possible, is am I too ambitious to basically let free reign on career choices? Where one of my characters was a former Immigrations Agent and another could have been the psychic advisor to the planetary governor? You could bring in a surgeon from Dusk and then a singer from Malfi.
This would require a lot of work on my part as each of my players would have to come to me for career paths. And at the beginning the surgeon would still be very limited in his choices of skills and talents. But as he learns that the Imperium is more than just a piece of glass in a scared child's hand he would gain possibilities. Also, I would be able to control what my characters get so my kill-addicted Assassin can't get Charm and my super-introverted Psyker can't get Master Orator.
Am I too ambitious?