I've found myself wondering why character generation and subsequent in-play experience work differently in terms of skill cost. During chargen skill cost is linear; you have a certain number of points to distribute and it doesn't matter how high the character advances a skill, the cost remains the same. Experience gained during play works differently, with a weighting factor applied. I'd hypothesize that it could either be a realism factor or a simplification of game mechanics. I'm skeptical of the former possibility as the same chargen process is used for both green and elite characters; it's hard to argue that the process models some sort of more efficient skill development during adolescence and formal education.