(hang on a sec while I put on my ceramite armor...)
So, I'm not a fan of class/level based systems in general and I find Dark Heresy to be very restrictive in that regard. So, after some tinkering, I've come up with a model for building Dark Heresy characters without the class/level restrictions on the system. The intent to create a system that allows for more flexible and individualized character creation and advancement without resorting to the vagueness of the current Elite Advance system. I'm interested in peoples thoughts on what I've worked up. Please keep in mind that this system does not directly mimic the current character creation system. You can't create the same character at the same costs as under the RAW.
We start with the same homeworlds and characteristics.
Next, we choose a career, which gives us our starting skills and talents just like under the RAW. Additionally, you're chosen career path gives you a +5 to three characteristics (Adept gives you +5 Int, Per and WP, Guardsman gives you +5 WS, BS and S, etc... essentially the three characteristics you would, under the RAW, buy at the 100 exp rate).
After choosing your starting career, you may purchase any skill or talent you like, based on it's cost.
A trained skill cost 100, skill+10 costs 200, skill+20 costs 400.
Talents are divided into 4 tiers: 1st tier cost 100, 2nd tier 200, 3rd tier 400 and 4th tier 600 (or maybe 800, I haven't decided). The tier a talent falls into is based on the average rank at which it could be purchased under the RAW.
Characteristic advances all use the 250/500/etc advance scheme.
Any advance (skill, talent or characteristic) taken after character creation is subject to the GM's approval and must have some rational in the campaign. If you character just spent three weeks crawling on his hands and knees through the Underhive you may not buy Pilot+10 even if you have the exp.
That's the system in brief. Thoughts?