Well I really left some things hanging that I really should circle back to at some point.
For now as I mentioned in another thread I've been thinking about the idea of doing a priority system option for AToW character creation.
The only way I can think to make it work is to make it a hybrid between rules as written, incorporate some of my house rules, and come up with a few new ones.
I'm basing my ideas for how to handle skills off of my revised fields that universally have 5 skills each in them but when it comes to traits there's some pretty significant changes.
To make the priority system work I'm pretty well dumping the entire idea of Extra Ordinary Attribute, any notion of Phenotype, and am kicking Investment, Property, and Status into a new category I'm calling Assets. Likewise I'm also dropping the idea of limiting traits and skill specializations by attributes. This can be adjusted to Rules as written traits of Bloodname, Custom Vehicle, Design Quirk, Equipped, Property, Rank, Title, Vehicle, and Wealth easily enough if one wants to. If one does go that route I would recommend slightly increasing the point totals. I'm also willing to entertain suggestions for other traits that can reasonably be moved to this category.
For Attributes, Traits, and Assets for now I'm retaining the idea of 1 point from the pool equals 1 rank and retaining the linear progression. Again this is something I'm willing to entertain be changed to a non-linear progression.
Skills I do have a non-linear progression figured out. From the skill pool 1 point gets you Rank 0 bumping it to rank 1 would cost another point for a total of 2 points spent so far. Going to rank 2 would cost 2 points for a total of 4 points. So basically you pay in points the rank you want for each step along the way. To encourage the use of skill field packages, well this is where my re-arranging and making new fields with 5 skills in each of them comes into play. Each field would cost 4 to get all 5 skills at rank 0. If you want to increase all the skills to rank 1 it'd cost 4 points again. Going to rank 2 would cost 8 points. So basically as long as you increase all of them it'd cost 4 times the new rank instead of 5. But if you want to individually raise particular skills in the field do that after you're happy with where all the other skills are as the best way I can think to handle it without getting messy and overly complicated is once you start doing that you no longer get the bulk discount and would have to raise each skill individually.
Special Abilities and how to handle them is something I'm still a little up in the air about. I may make a fifth priority category for this and just use the point cost for them from Campaign Operations. The only thing holding me back from going this route is I have developed some new Special Abilities for outside the cockpit and outside combat that I'd like to keep incorporated but would have to figure out how to price.
For advancement purposes until a better progression system is figured out I will be retaining AToW's XP system for rewards and progression after character creation.
Final note before I get to the spreadsheet. Yes I have just arbitrarily set the numbers for now. At some point you do just have to make arbitrary decisions just to get started. But I am absolutely willing to entertain different numbers if characters are not coming out in satisfactory states.
Now for the aforementioned
spreadsheet.