Hi everyone,
I've avoided trying to clarify my situation, as it started to feel like I wasn't even asking the right question in the first place, but I have attempted to answer my own question with some test cases and I may have struck upon a decent arrangement that may be of interest to others.
Some background/clarification:
I was not looking to create maxed out characters with my players; in hindsight, I should have picked a different title for the thread. If I were simply concerned about the durability and survivability of the players in combat, I'd look at hero rules from AToW:C. I may do so anyway, but my issue was wanting to build jack-of-all-trades characters. While I know it works well in other situations, for this particular game I would regard having each player control multiple characters to be a bad solution.
I'm looking to ensure that two characters can, between them, cover a comprehensive skill base at a functional level. I understand that the duo would still be limited by quantity/economy of action, as there's only so much that can be done in the space of a single round. I would simply like them to have a wider array of actions they can perform at a reliable level of proficiency.
My original thinking was that allowing 6k starting experience would afford the players to take two passes at Stage 3 modules and at least one pass through Stage 4, with enough points left over to see a higher than normal number of skills in the +3 to +4 range.
Experimental Character Readouts:
I've tinkered with this a bit, and created a few characters by the life module process, starting with 6k XP. It seems to me that one has to be careful to pick a diverse range of modules to ensure a diverse skillsets.
A noble who takes military school, military academy (basic/mechwarrior), university (management/analysis/military science), and a tour of duty will be a decent MechWarrior, but her protocol skill will make Hermes Conrad weep in jealousy. A denizen of Solaris VII who's taken the Solaris Internship, Insider, and Games modules will have a slew of skills, but none at very high levels and (depending on fields) they will be mediocre at a lot of things rather than good at a moderate number.
Mixing up trade schools and intelligence operative training with exploration started to produce more sprawling skillsets, but in the end, I wasn't happy with any of the results as it felt like I would have to demand unnaturally eclectic character concepts to see the results I was hoping for, so I've settled on another idea:
Create a character using a 5k starting pool. At the end of optimisation, each player receives an additional 500xp that may only be spent on new skills, or improving existing level 0 skills.
Without the Fast Learner or Tech Empathy traits, this simple gesture lets a player pick up an additional four skills at +4, or six at +3. It feels overpowered compared to a normal starting character, but not so much that the characters could steamroll through any given challenge.
A few further tests suggest that such a two man party, thus cultivated to have a wider skillset, could face an exponentially more diverse range of challenges. My hope is that this will allow the players to form even stronger attachments to their characters while introducing them to a wider variety of skills and game elements in the process. I further hope this will lead to their help in encouraging the rest of the group to join in for a larger campaign, where the overpowered characters could become significant NPCs.