I disagree that a pure point buy system generates characters organic to the universe. Point buy characters generally end up min-maxed for combat as a first priority. Everything else is secondary. The Life Paths provide you those secondary skills as a primary result of the character creation process. Min-maxing is secondary. I think that's an important distinction, and acknowledge that you (and others) think differently.
Any system can be abused. And if a GM wants to allow or disallow such characters, that is up to him. I encourage players to create diverse characters, to think about the background they want and to embrace a suitable skillset.
Other GMs I know like the pilot creator aspect that others embrace.
But players in my adventures tend not to overspecialise for long because I try to embrace a variety of styles. The combat orientated character tends to become less interested in combat when the main focus of the session is investigation and his Mech is stuck at the Dropport because the authorities refused permission to disembark.
It is one reason why I like very detailed character sheets.
As for min-maxing...IMO, that is largely what "optimization" is. That process should, IMO, be removed and is a flaw with the LifePath System. The XP allocated may not be enough to give a skill level but they still form part of the characters life story.
Is there a possibility of formalising this lack of min maxing? Sure. You can embrace the faction system used by ATOW.
Pick a faction...get some base skills and traits.
Pick a subfaction...get some basic skills and traits
Pick a homeworld or background...get some base skills and traits
Pick an era...get some basic skills and traits
There is a balance that needs to be struck...I have nothing against the LifePath system...it just isn't well suited to the BT Universe because there are so many options and possibilities, and there isn't really a good way to reduce those.
A points based system is easier to abuse, to min max the player...but there are also ways around that, including GM assistance or "Starting skills must be no greater than +3" or whatever or by granting characters a diverse range of skills as part of their background.
I have to ask: have you seen my "First Principles" post (linked in my sig block). That's where I'm coming from. Herb mentioned something about "taking things down to the studs" and rebuilding from there. I have three and a half more years on active duty, but will have more time to dedicate to that line of thought thereafter...
Can't say I have.
First principles? Hmmm
For me....first principles would start with "Create a RPG" and not a pilot creator.
RPGs....focus on the character. Not the tech, not the Mech. That means infantry scale. And not infantry as with platoon...but individual warriors. Your RPG group would be an infantry squad type unit.
Not a Mech lance either.
So...that's your core group. That could be an explorer team...a SG type unit of special forces and explorers, military troubleshooters, SAAB type space cavalry, CoC investigators, a Clan inquisition unit....
But the focus is on the individual human and that is the scale it should focus on.
BattleMechs, ProtoMechs and BattleArmour? Ignore the conversion rules. On the rare occasions when such units would be around, use the TRO stats. There should be no need for conversions.
Then build the RPG game AS an RPG. Don't worry about Mechs. Don't worry about tanks. Don't worry about ProtoMechs or BattleArmour. These would all be operating at a scale beyond that of a character focussed RPG.
Build an RPG first. Gear...cybernetics...poisons...weapons...armour...vehicle rules...critter rules...a bestiary...GM info...a universe primer...everything an RPG needs because you want the rule book to be self contained.
Cross over rules to allow RPG characters to be used on the board game as infantry or pilots can be added as an appendix IF there are pages left to fill...which is unlikely. Otherwise, the RPG should use its own RPG focussed vehicle system...with Mechs using the stats from the TRO. If a weapon doesn't do Mech scale damage, it doesn't get to damage Mechs, vehicles, protos or BattleArmour. You get rid of the need for pages of conversion rules by simply using the units as given and building around that rather than trying to force the issue.
As an example...the infantry portable VLAW doesn't get to damage Mech scale units. The infantry portable SRM, however, could be given a special perk...AntiMech (2) meaning when used against Mech scale units, it does 2 points of damage. Complicated page consuming conversion rules should not be needed.
That's a few of the First Principles the RPG should be working from.