I like the idea of the promotions for the enlisted ranks, and Sigg & Ranger's take on things looks good.
Since it doesn't look like there's a reasonable compression of the 18 down to 12, I suggest we just stick with the 18. Though maybe we could dump the existing Bureaucrat in favor of Spies, perhaps based on the one you can find in the "Scouts as Spies" thread in the IISS forum. (I extracted that text but don't have it here, I'll repost tonight.)
Regarding scientists - Malenfant, you've described pretty accurately the
typical life of the more "sedentary", academic scientists (I am not one, but have worked with a number both in and out of academia). But you need to be careful in extending your experience to encompass
all scientists.
Think of all the people in the field - the botanists, biologists and biochemists working in Chiapas alongside the anthropologists to identify plants utilized by native healers. Teams oceanographers and archealogists based in towns along the Turkish Mediterrainian coast investigating Roman shipwrecks. Diane Goodall and her gorillas (and a case for the survival roll!) Geologists working in West Africa in oil exploration.
Opportunities to learn skills like Liasion, Streetwise, Bribery (apparently a huge issue in West Africa, and a problem in the Near East as well), Survival (the skill) in all of those.
Regarding scientists & firearms - I met an astronomer from NASA/Goddard a few months ago at a function, and in the course of our dinner conversation found ourselves chatting about a nearby indoor shooting range we both occasionally visit. Turns out he's a much better shot with a handgun than I, the ex-paratrooper & Army cavalry scout. (Of course, he doesn't have Autocannon or Demo.
)
My point is that the skills picked up are those you acquire could easily be hobbies. Or perhaps that sophont's world or state has a system like the Swiss, where all the adults receive compulsory military training. One of the charms of the random system was that it seamlessly generated hooks and quirks. I think everyone here acknowledges that the purely-random system has it's flaws, but that charm is why most advocate at least some randomization.
It might not appeal to you personally. It won't appeal to the munchkins, or powergamer tacticians who can't stand any loss of control. But before you say current RPGers won't go for it, I'll say I just walked a group who had no exposure to Traveller beyond what I'd told them through MT basic chargen with some minor tweaks and they had a blast with it. One player did have an unfortunate run of luck and we reverted to a pre-generated character, but some of the solutions proposed here would have prevented that.
In any case, thanks for the input. Ideally the system should be able to create someone who hasn't set foot outside a lab or university campus in years as well as a tomb raider.
- John