Ah, but it usually is (with competent gamers).
That seems like snobbery to me.
How high a characters stats are or how many skills they have absolutely has nothing to do with good or bad roleplaying.
A 'bad' roleplayer with weak character will whinge and whine, and with a strong one will roll play rather than role play.
A 'good' roleplayer will be a good roleplayer whether his/her character is weak or strong.
What's wrong with competent characters? What's the attraction to playing klutzes? If a player wants to play some kind of hotshot pilot why is it better he play Arnold Rimmer? To suggest he's a bad player because he's not keen on playing Rimmer just shows contempt for players.
A totally random chargen produces incredibly aberrent results quite routinely. Produces characters that
cannot do their jobs. A mediated randomness, like in MGT, helps prevent oddness and gives the player some control over his character, while retaining the unexpected surprises that come with random.
Purely random chargen is, as has already been mentioned, essentially equivalent to a pre-gen. It makes no difference who rolls the dice, player or ref.
Anyway, connections skills don't neccessarily give you extra skills. You can increase a skill you already have, as long it does not go over 3. This is quite sensible, as the random rolls are rather more likely to give you a new skill rather than a skill increase. So lots of level 1 skills, a handful of level 2 are average. Too many doctors with Medic 1 in CT.
Granted that perhaps too many skills are given away in the skills package. You could get one for free then have to spend Mustering Out Benefits on gaining the rest.
Just needs a simple tweak. It most is most certainly not a game breaker.