Most people who, for whatever odd reason, bother to care will recall that I am not a fan of the career/rank system for character creation and advancement. So, in the interests of discussion, here is my current idea for an alternative. This hasn't been playtested. It's just what's rattling around in my head. Constructive comments will be appreciated.
Characteristics: All characteristics start at 25 (unless modified by homeworld). Characters recieve 70 points to distribute among their characterisitcs, with no more than 15 points assigned to any one characteristic. (Alternatively, if you prefer die rolling, generated attribute by the RAW and then allow the player to increase any 3 characterisitcs by 5.) All characteristics are advanced using the 250/500 advance scheme.
Starting Skill and Talents: Existing starting career packages are available as "templates." Players may choose one career template and gain the starting skills, talents and gear from that template. GMs may create additional templates to suit their campaign needs.
Advances (the simple method): All advances cost 100 exp. The GM may designated certain advances (for example Forbidden Lore or all Psy talents) as restricted and available only at higher cost. Starting characters recieve (for example) 400 exp to purchace any advance for which they meet the prerequisites, subject to the GMs approval. All advances puchased in play require an in-character justification for their purchase (as per the RAW elite advance rules). The GM is final arbiter for determining if the justification is sufficent.
Advances (the complex method): For GMs with concerns about the relative "balance" of certain advances, the game could have a designated "power level" based on the average experience points of the characters. This could be as finely graded as the 1-8 rank scheme or a broader scheme (for example Recruit (0-1999), Acolyte (2000-7999), Trusted Acolyte (8000-14999), Throne Agent(1500+)). Certain advances are designated as have a specificed power level as an additional prerequisite (for example Swift Attack might have an additional prerequisite of Acolyte). Only a character in a game of that power level may purchase that advance. Otherwise, the purchase of advances follows the same guidlines outlined in the simple method above.
Pretty simple, but that's the point. This is intended to be a highly flexible, campaign driven system. It does require a social contract between the GM and players, to the effect that everyone agrees to be fair, to cooperate and to not make the game about who can make the toughest, most game dominating character. Personally, I consider that sort of social contract essential for any good rpg.
Thoughts