Let me confess first that I just cracked the RT book open today, so some of these concerns may be discussed in other parts of the book or may work better in playing than the Dark Heresy (which had some problems, but I liked anyway).
1) what kind of XP is the characters in the demo built off of? it doesnt really say if they bought any charactaristic advances but all of them could have their scores based solely off of their rolls (I think) So I was intending on transfering them over as having bought whatever skills and special talents they have but no +5 charactaristics advancements... the problem with that being that you cant even make a level 1 character without using those. From what it looks like the character has several thousand points to spend before they reach level 1.
2)How would I translate characters from DH to RT? If I wanted to move a dark heresy character over (or if someone wants to play a sister of battle or something else more specialized) the DH character will be far more versitile. By the time they can be a level 1 character in Rogue trader the guardsman is rank 5, veteran. and has 5 tables to draw skills from ... granted that means they probably spent less points in characteristics, meaning the character is overall a little weaker but far more skilled and with a lot more options than... say, arch militant which seems to be the closest match
Bonus rant) So a 5000 xp guard can get all sorts of skills much quicker... while doing the comparison I realized that the RT skill list is much more compact and has 20 advances on the first level while guardsman has 11 (though you could take sound constitution repeatedly). If guardsman gets 10 options every level (on average) that gives him 50 things to chose from. Including a few at +20
I realize that DH focuses on a smaller scale setting, with people being the equivilant of new recruits and such, while RT focuses on characters that are, if nothing else, stinking rich. A rogue trader might easily come by a power weapon for example, while a guardsman will probably never touch one in his life (unless you count getting crushed by a warboss' power claw)...
Does that actually lead to better play balance? With most of the character's XP buying their stats up rather than skills? By limiting the diversity of their skills?
As a side note- I havent gotten into the psy powers yet, are those kinda more fixed? I had a lot of problems with the infinate psy usage in the game GMed in dark heresy, also with the way a lot of the powers were badly balanced (fear for example could easily get 2 or 3 levels of success making combat with human opponents almost non existant since nobody could refrain from pissing themselves when the psyker used his fear power)