As the title says, what if everyone in the group wants to be a fighter, pilot, or engineer? Started a homebrew game using Rogue Trader and ended up with a group that includes one astropath (we're working on getting him squared away,) one void-master, one explorator, and THREE arch-militants (and only the astropath has crappy Ballistic Skill.) Fortunately, the particulars of my homebrew universe allowed me/us to get away with naming the explorator the defacto leader. However, the group does lack knowledge and social skills.
I have a few ways I can roll with it, several endeavors I have planned are high on the military end, and there is one player who was absent at our first session that might be willing to play a Seneschal but I'm curious to see how other GMs would handle this situation....