I’d like to start by stating I am in favour of the career system and this discussion is not intended to criticize the rules, merely to examine current challenges and identify helpful solutions/recommendations.
Okay, so; I think that there are a few areas in the WFRP3 careers system that require some attention. What do I mean by that? Well, I’ll try and outline them:
For one, it is not complete. WFRP3 is by its design modular and so a work in progress. Obviously there are many incomplete career paths. This is one of the reasons why so many people are discussing and designing advanced careers. The system is designed to be flexible, so for most characters there are options available even if the desired path does not exist yet. But for some, there are problems. If you want to be a Dwarf Troll Slayer for instance, you can get to your third career and then you are stuck. You can’t leave the career (or certainly most would not wish to) but there is nowhere to go. If you want to be an Elf Waywatcher, Wardancer or Swordmaster, once you have completed your first career, you must choose a generic combat type of advanced career or go forth as a postman or something else rather 'left of field'. There is no option to enhance the career you began with. But this problem is not limited to the other races, there are particular gaps in the human career paths too.
If I may be so bold, I’ll state that if there is a particular archetype you wish to pursue with a character in the Warhammer world, the careers system does not currently lend itself to that aim for many careers. Careers as they are presented in WFRP are brief. I understand this is a contrivance to enhance the fun and variety of the game. It is fair to say that in the medieval world that Warhammer is attempting to parody, a job was for life, with most being born into a profession they never dreamt of leaving. That may be largely superfluous, as I don’t think the system should necessarily seek to match this or that our adventurers are your average Empire citizens. But, I do think it is an inflexibility of the system that if a character wishes to stick with a particular profession or career path such an option available is unavailable.
The main problem is that not all careers are equal. Commoners and servants are dead end roles – no conventional promotion prospects there. Whereas obviously Wizards and Priests have clearly defined careers. The beauty of the system is that you can play around and define a colourful career. But what if you like being an Assassin and don’t wish to stop being one? You could argue that each career only gives a character limited room for advancement before it has nothing left to teach them and that is certainly what the system suggests. But that will certainly feel limiting for some, especially when there isn’t an advanced assassin 2, 3 and 4. More over it seems an unnecessary penalty to suggest the only way to do this is by non career advancement.
So, I think there are two types of player with a legitimate argument for some additional career rules:
1) Players who are in a ‘locked’ career which is unfinished.
2) Players who wish to remain with a particular ‘archetype’ where there are no obvious career exits which would progress that archetype.
(1) is rather clear, whereas (2) is more open to interpretation of ‘obvious career path’.