I agree it is best if you feel out the game for yourself as you're doing. I envy you the discovery
![Smile :) :)](https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png)
So I'm loathe to jump in too much "future" stuff for you but answering any questions you have is no problem. I, we, just have to watch that we don't dump too much unrelated info in the process and spoil your adventure.
I'm sure the folks can be friendly about it, it's not really that flamey a topic or I wouldn't have broached it. Well some can take it too far but we'll all be on our best behaviour here, riiight?
In brief (and all just my opinion)...
A - Death in chargen makes it a real gambling mini game. The player has to constantly balance the odds of living against the potential gain (in skills, rank, muster benefits, retirement pay) and loss (due to aging rolls) for the term. It's a fine dance of "I want skill-X but I just got skill-Y which is cool too, and I may lose stats going one more term, or die." So you tend to see more mid avg term characters, 3-4 and very rarely any long term characters. And it really doesn't take long to gen characters this way.
The death rule also, for me and many at least, tends to cause us to invest more personality into the character. And if the player rolled really badly for stats the death rule is sometimes an out, just enlist in the Scouts and go until your character dies, and roll a new one. This can "backfire"
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I once rolled sucky stats, and promptly enlisted in the Scouts to kill it and try again (our group at the time played "you roll it you play it"). The character would not die, went 6 or 7 terms and finally mustered out, with much improved stats, lots of great skills, and a Type S to tool around in. My favorite character. Part way through trying to kill him I was really starting to like him and the "history" and wanted to muster out voluntarily, wouldn't you know I rolled mandatory reenlistment, and was pretty nervous about that survival roll.
B - If you use the muster out rule there's really nothing keeping players from staying in career gen until they fail survival or reenlistment or face forced retirement, so you'll tend to get much older characters, 7 terms not being unheard of. Not that it's a bad thing but it does skew the game and tends to make the characters less special imo. It tends to take longer to gen characters too, not much though, so it balances out with the occassional repeat gen required in the death rules.
I certainly wouldn't mix the soft survival failure rule with any multi-career one though, but then that might work fine for your group too.
C - Best advice might be to try both and see what works. I'd say start with the death rule, see how everyone likes it, or not. Because once you use the soft survival there's probably no going back, not easily anyway. Save the characters generated of course, they can always be brought in as NPCs or replacement PCs when the other character is elsewhere engaged.