I see rules as a social contract - if the rules specify random rolls, and you agree to play that ruleset, you're also agreeing to play whatever you roll up, no matter how spiff or sucky or "not what I wanted"... and suiciding the character outside of CGen isn't living up to the social contract of a CT or MT ruleset game.
I disagree.
Suiciding out is one of the ways a player has influence on his character in an otherwise random generation system. I see it as on of the player's controls.
The player rolls stats randomly. He cannot arrange scores to taste. And, he may not even get into the type of career he'd like to have for his character if he doesn't make the enlistment throw. Remember, in CT, a player gets one attempt at a career of his choice, and if he fails that, he must submit to the draft.
So, the player has one option with a character that he doesn't really want to play. He can try to go as many terms as possible and hope that he fails a Survival throw so that he can start over with a new character.
Suiciding out is not always possible. I've seen players have their characters fail enlistment into their career of choice, submit to the draft, then end up in the career with the easiest Survival Throws and end up making them until he rolls for the maximum of 7 terms, then end up with an old man to play.
I've also seen players attempting the suicide option, then get hot on the dice, and end up with a character that they never expected to play--a character that they grow to really like through the character generation process. When this happens, it is usually quite
fun!
In my games, I certainly "allow" the suicide option, but I also enforce it if the option doesn't work.
Most of the time, if a player suicides once or twice, he finds something he likes about a character and sticks with him. And then, the game begins.
I've also seen it where a player rolls a dream character only to lose him with a bricked Survival check. Players who like their characters are cautioned not to get too greedy in their thirst for skill points. That next term can kill a character that you really like.
I LOVE the decision process that a player has to make during CT chargen. I find that it goes a long way to bonding player and character. Because the player has risked something he likes with the dice, it creates a bond between himself and the character. Usually, players come out of CT character generation with an excellent understanding of their characters, and the players are usually quite into the characters that they are playing.
And, suicided characters don't always go to waist. I'll keep them as NPCs for future use. I've also, in the past, worked that dead character into the background of a surviving character. The suicided character becomes a relative or a friend of the player's PC.