One thing that has bothered my about Genesys (which I otherwise LOVE) is the lack of clarity (or options) on how characters gain access to magic. The implication in the rulebook is that ranks in a Magic skill are sufficient to cast any spells of the type associated with the chosen skill, along with all of their Additional Effects. This doesn't sit well with me, if for no other reason than that spells are similar to talents, with Additional Effects representing Improved and Supreme versions of talents, more or less, yet with 5 XP, a character gains access to a huge degree of flexibility.
That all aside, onto my ideas!
First, I was thinking that, similar to the Force in Edge of the Empire and Force and Destiny, the first "gating" of magic could come in the form of Careers. Genesys core has a series of careers that provide 8 class skills, 4 of which grant a starting rank at character creation, which on its own results in fewer career skills and fewer starting skill ranks than EotE and F&D presented, which had careers (again 8/4 for most characters), and specializations, which had 4 skills, 2 of which you gained a rank in at character creation. Obviously, Genesys did away with specializations. In F&D, Force-sensitive careers began with only 6 skills, allowing for a pick of 3, but also granted access to the Force with a Force Rating of 1. The specializations still had the 4/2 model.
My starting point here is to do something similar. Create a few (thinking 2 per magic skill) careers that grant access to a particular Magic skill, but they come with only 6 career skills, from which characters get 3 ranks.
Next, make a longer list of specializations, some of which are the usual 4/2 skill breakdown, but make some others that are 2/1, while also granting access to a Magic skill. In this way, all non-magical characters would have 12 career skills with 6 starting free ranks, while mages would have 10 career skills with 5 starting free ranks. The thought here was that players can mix and match a bit--someone could choose a merchantile career and add to it some weapons training, or pick a career as a soldier then add to it some magical ability.
A character with "Magical Training" automatically gains the Utility spell, and can cast other spells that they have access to...
New Talent
Basic Spell: Tier I <ranked>
Prerequisite: Magical Training
Upon selecting this talent choose one basic spell to add to your list of spells known.
That seems like a good balance for gating access to magic. Characters who want to be mages can spend their first 5 XP (likely during character creation) to pick up their first spell. The second spell isn't too hard to get, but the 3rd and beyond are going to take some time.
New Talent
Advanced Spellcasting: Tier I <ranked>
Prerequisite: Basic Spell
Upon selecting this talent for the first time, choose one Additional Effect for a spell you know to gain access to. Each further rank grants access to two Additional Effects.
Again, this seems like it sets a low bar for a little variety and flexibility, but ensures that characters don't have all the options right away.
New Talent
Magical Training: Tier III (considering 4, or 5 as well)
Choose one Magic skill. It becomes a career skill for you, gain access to the Utility spell.
This is for characters who want to pick up magic later in their adventuring careers. It may require calling out that it cannot be selected if the character already has Magical Training. Wondering whether this should be a higher tier.
New Talent
Mystic Mastery: Tier V
Prerequisite: Magical Training
Choose one Magic skill that you do not already have access to as a career skill. It is now a career skill for you, and you may cast spells associated with that skill.
What do you all think? Are these too restrictive? No restrictive enough?