A simple question really. Those of us who've been games masters since we cut our teeth on games who're old enough for the term to have not been coined have known the benefit of fudging rolls during character creation for almost the same duration. So why remove the option to randomize? Why in Rogue Trader did you do away with much of the random generation in 'Origins'? If we wanted to create our characters by choosing their origins we'd do so anyway.
I realise that some GMs would prefer to stick to the ruleset without compromise, but that's easily dealt with. A short sentence stating that random generation is optional would do for that and allow the players to pick and choose.
In my case this has simply slowed down my NPC generation for RT meaning that I have to pause and actually think about what I'm doing. While on the face of it this might seem a good thing I have to tell you that it's quite destructive. Random character origins are useful in generating a plot for me and while I commend your system for connecting the members of a party in an innovative way (no 'you meet in an inn' nonsense) it has certainly left me with a bit of a pain in the proverbials when it comes to campain writing. I figure I'll just have to write my own tables now and will even post them here for those who might like them. Nice system for campains too, but I prefer to take the more organic approach and actually think of a plot letting player action direct it (in a 'living universe' as my buddy calls it) rather than simply tear one out of a sourcebook and repurpose it for my players. Can't fault you there of course as it's a tool designed to make the life of a GM easier (even if it is a little 'Spy Craft' for my tastes).
Please don't think I'm having a go at the game though. It's a fantastic piece of work. For once I'm actually relieved at an abstracted currency system! A little concerned at the bump-up to 25 in characteristic generation, but I guess I'll just go back and bump all the DH characters stats up by five. Agents of the blessed and most holy order of His Inquiry should after-all be just as tough as Rogue Traders and their retinues. Personally I take this as good news, both for me and for my players. Love the touch of including plenty of specific pattern weapons in the Armoury section too. It really helps to have named item types in a background as established as 40K and there's precious little resources out there to reference (not going to post links as I'm not sure it'd be okay to do so) due to GW's nice copywrite policies. It'd certainly be hell to trawl through all the novels and tabletop books to find examples and I just don't like coming up with them too much off the cuff as my main campain in DH is set in the Calixis Sector (still thrilled that Dan Abnett had a hand in that).
Well I could go on with the praise, but I expect you get the idea. I'll leave it for now with a request. Please make provision for smaller warp-capable craft as it'd be very helpful for DH and early RT groups and there's certainly a fair few atmosphere capable warp vessels in the background. An example can be quickly found in the novel 'Eye of Terror'.