The question remains - to what extent are SPAs locked in for the life of the pilot? Do they just get 2, 4, or 6 points to assign to whatever best fits their current ride, or do they remain stuck with skills learned early in their careers?
Looking at the MechCommander 2 system, you had to pick skills for your pilots as they leveled up, and you were stuck with those for the rest of the game - unable to go back and re-select.
There's even one case in the cards I've done where the pilot hates his current ride and feels his skills are better suited to a different 'Mech, so I gave him skills that would have worked well in his old ride, but are useless in his current one.
There's some evidence that SPAs can change over the life of the character, but I hadn't seen any indication in the RPG biop fluff that Lori was a great jumper or gunner, so it didn't seem that she'd gone out of her way to supplant her starting set of SPAs, which were Locust and Sigurd-specific.