Owns vehicle is for starting character a points sink you can ill afford. You are spending massive points on something easily lost. it gains you..well, not much you can't obtain on your own later. 1k of points returned to attributes and skills will help you tremendously. You night not start out in an awesome vehicle, but a good character in a more basic, unit owned vehicle is going to work better for you in terms of capability and contribution and frankly, survival.
Start without one. The GM will provide you with a unit owned vehicle. If you really wan't your own, then opportunity to take it from someone else will come up.
You can take a few tours of duty to age your character to your best advantage using the aging rules. 25 is good one. 2 more points of STR, 1 of Body, at a minimum, maybe 2 edge, 2 each to RFL and Dex. (Attribute checks in those areas).
At 25 you get +1 Str, bod, Rfl, Int,Wil, Cha. Unless the campaign is purposefully based around starting, green characters, this is the minimum age starting regulars should be. Playing a younger character is, in essence, a 600 point XP penalty.
31 gives you another +1 Str, Bod, Int, and Wil, while taking back the +1 RFL. But just ten years later, you start getting more aging penalties. In some campaigns that allow long breaks in time, or for travel, its possible your character will age that much, meaning losses due to aging may come into play..but its negligible really, a net 25 poitn loss. You dont face any significant aging penalty until you hit 51.
Of course, check to see if your GM uses the aging rules. They may ignore them completely, or change them. Or if the GM has age limits.
But back to tweaking your stats by dumping the vehicle.
Right off the bat, all of the points spent on owns vehicle desperately need to be shunted to attributes and skills. 2 STR, 3 BOD, even for an aerospace pilot is way too low. 1 Edge needs to be a bit more, edge is , well, what keeps a PC alive in a very brutal system. Between these 1k points and aging, you should be able to majorly boost stats, improve skills, and do more of what you want to do--at the penalty of probably flying an inferior vehicle for a little bit until you find a way to get something better. Being better at what you can do in a RPG is far more important than the exact vehicle you pilot, and who's name is on the title.
RFL and DEX, if not both of these skills would be more useful if boosted to a 7, which then effective improves your skill in every area these skills are linked to. Attribute based saves can be important, at least a 5 or 6 in the attribute for a pilot seems called for. In many ways 100 points on an attribute boost to 7 is cheaper than buying all of the skills you have linked to it up by one. (Your gunnery and piloting are RFL and DEX; Martial arts is RFl, Melee is Dex (At advanced level, both become RFL and DEX), Zero G is RFL; Small Arms is Dex; Stealth is RFL (You don't have it..but at some point you'll want it in a RPG campaign-- at some point, everyone has to sneak.); Running is RFL.
Quite often, its possible to save points by raising an attribute, and lowering points on skills, keeping target numbers equal.
If this is going to be a long term campaign, then fast leaner is a no brainier. In fact, I consider it broken and don't allow it as a GM for that reason.If its not going to be a long term campaign, without many sessions, then you may not hit its break even point.