Ok, we're ditching the screwy advancement system. The advancement purchase system is way-more complicated than it needs to be.
Here's how it works for us now:
* When you rank up (i.e At 10 xp), you change careers. Keep your old card and get the new one (unless you're a wizard or priest who leaves his order)
* Reiklanders get a bonus xp each 10 xp.
* Spend your points how you like up the max allowed by your career (including 1 wound, 1 skill, 1 action, 1 talent). Costs haven't changed (double for out of career stuff). Max ability score is 5 until rank 3 then you can shoot for a 6.
Reasons besides it having been more complicated than necessary before this:
It self-balances. If you want to waste x.p. on more expensive out-of-career stuff, go ahead. You'll be weaker.
Switching careers: no more tracking "similarities of traits." Whew! It's almost as bad as planning a prestige class in D&D 3e! Players justify it by roleplaying. If you want to go from bounty hunter to merchant, feel free.
My house rules allow you to re-take a career (giving it an "advanced theme"..e.g. soldier becomes veteran or sargent....commoner becomes "town elder").
Comments welcome.
jh