One question that hasn't been clearly addressed is, once you have your pared-down list of 36 skills (or whatever number floats your boat), how do you divide them among the careers?
A career is really no more than a defined subset of the master skill list. How many skills should be available to each career, on the average?
What mechanism are you going to use to make sure that characters who roll on the tables for Career X receive the basic skills that define Career X?
The classical solution is twofold: default skills are given free without the need to roll for them (for some careers, anyway), and important skills can appear more than once in the chargen tables, which increases the probability of acquiring them. Do people think this is sufficient, or does anyone have other ideas about how it could/should be done?
I have an IMTU system that I like:
First, I enjoy using the character generation process to create a backstory and I like to link rolls in chargen to opportunities to learn a skill.
Second, I find that 2 skills per term works well with the LBB1-3 friendly 2D6 roll 8+ core mechanic.
In advanced chargen, each career has access to several tables ... Military Life, Career Specialty, Advanced Education ... and I use those tables as a starting point.
Taking chargen one term at a time:
1. If the character passes his ENLISTMENT roll for the term, then he rolls for a skill on the CAREER SPECIALTY table ... this is the skill that he was exposed to during four years of working in his career.
2. If the character passes his SURVIVAL roll for the term, then he rolls for a skill on the MILITARY LIFE table ... this is the skill that he was exposed to during four years of free time in his career.
3. If the character passes his PROMOTION roll for the term, then he rolls for a skill on the ADVANCED EDUCATION table ... with new rank comes new responsibilities, so he was sent for some training and this is the skill that he was exposed to during his special training for that term. (It could also have been learned working with a higher ranking mentor that took an interest in your career).
4. If I want a more detailed background, steps 1-3 can be done for each year using the advanced chargen rules ... the END OF THE TERM detailed below will take care of the extra skills.
END OF THE TERM: Since I want to maintain the 2 skills per term average and I want to create a back story, here is where the player gets to use his imagination, control his character development and have some fun ... From the up to three skills that he has been exposed to (or up to 12 skills using advanced chargen) the player selects two skills that he gets to keep. These are skills that the character both had an OPPORTUNITY to learn, and CHOSE to study. This gives the player some control over who his character becomes while still preserving an element of chance in the opportunity to learn a skill. The third skill (or ONE of the remaining skills if advanced chargen was used) is converted to skill-0 ... representing exposure and familiarity with a task without completely mastering it.
Using all of these rolls and decisions (plus any of the chrome from advanced chargen like specific assignments and decorations), the player has plenty of inspiration to create a sentence or short paragraph outlining those 4 years of his life to serve as a background to the character.
[Repeat for each additional term.]
This gives the player two skills per term (like a Scout) plus one additional skill-0 per term (since the CT rules are vague on how to gain skill-0 other than referee fiat).
With respect to increasing the probability and gaining skills in your career specialty:
The CAREER SPECIALTY table would contain the skills preferred in that career (the technical skills needed to do your job) and Characters can gain one every term they serve. This is loaded up with all of those skills that you want linked to that specific career.
The CAREER LIFE table would contain the skills generally available to all characters and Characters can gain one every term they survive.
The ADVANCED EDUCATION table would contain the skills that you want the character to have a chance of getting but not to dominate his skill list and Characters can only gain one if they make a promotion roll.
With respect to having 36 skills and dividing them among the careers:
My thoughts tended towards creating 6 Career Groups (Perhaps NAVY/SCOUT; ARMY/MARINE; MERCHANT; POLICE/CRIMINAL; CORPORATE; TECHNICAL) with 6 skills assigned exclusively to each group as CAREER SPECIALTY. The CAREER LIFE and ADVANCED EDUCATION tables would allow limited access to the 30 CAREER LIFE skills not assigned to your specific career. The actual CAREERS would need to be created based upon the available CAREER LIFE skill lists, so my speculative list of 6 'Career Groups' will probably need adjusting.