Decided to homebrew these for use in an upcoming game. Without further ado, here you go.
Adept
Characteristic Bonus: +5 Intelligence
Starting Aptitudes: Intelligence, Knowledge, Fellowship, Tech, Defense, Social
Starting Skills: Common Lore (Imperium), Common Lore (War) or Common Lore (Tech), Logic, Scholastic Lore (Legend)
Starting Talents: Light Sleeper or Resistance (Cold), Total Recall, Weapon Training (Solid Projectile or Las, Low-Tech)
Starting Equipment: Common-craftsmanship Stub Revolver and 2 clips of ammunition, Flak Vest, Staff, robes, writing kit, chrono, data-slate
Starting Wounds: 6+1d5
Arbitrator
Characteristic Bonus: +5 Toughness
Starting Aptitudes: Weapon Skill, Offense, Toughness, Defense, Social, Willpower
Starting Skills: Common Lore (Adeptus Arbites, Imperium), Inquiry
Starting Talents: Jaded, Rapid Reload, Weapon Training (Solid Projectile or Las, Low-Tech, Power)
Starting Equipment: Good-craftsmanship Shotgun (pump action) and 4 clips of ammunition, Common-craftsmanship Power Maul, Common-craftsmanship Carapace armour
Starting Wounds: 11+1d5
Assassin
Characteristic Bonus: +5 Ballistic Skill or Weapon Skill
Starting Aptitudes: Ballistic Skill, Weapon Skill, Finesse, Offence, Agility, Perception
Starting Skills: Awareness, Dodge, Acrobatics or Stealth
Starting Talents: Deadeye Shot or Sure Strike, Lightning Reflexes, Weapon Training (Las, Solid Projectile, Low-Tech)
Starting Equipment: Common-craftsmanship Long-las and 4 clips of ammunition or Good-craftsmanship Mono-Sword, Knife or Common-craftsmanship Laspistol and 2 clips of ammunition, bodyglove
Starting Wounds: 10+1d5
Scum
Characteristic Bonus: +5 Fellowship
Starting Aptitudes: Ballistic Skill, Finesse, Fellowship, Social, Agility, Fieldcraft
Starting Skills: Charm or Deceive, Sleight of Hand, Stealth
Starting Talents: Technical Knock or Quick Draw, Light Sleeper, Weapon Training (Solid Projectile or Las, Low-Tech)
Starting Equipment: Common-craftsmanship Autogun and 1 clip of ammunition or Common-craftsmanship Shotgun (pump action) and 3 clips of ammunition, Good-craftsmanship Autopistol and 1 clip ammunition, knife, street clothes
Starting Wounds: 9+1d5
Add in the Tech-Priest Enginseer, Sanctioned Psyker, Ministorum Priest, and Storm Trooper. You now have a ghetto DH 2e.