I'm honestly a little baffled by your criticisms, HB.
Hellbilly wrote:
#1.) The average skill level median on a percentile system is going to be 50%. That's a lot of points to preassign or whatever. Massive bookkeeping prior to game play is one of the reasons I migrated away from Traveler in the late 80's. While I loved the game and system I didn't like the fact that you had to do massive amounts of work to 'progress' a character you hadn't even gotten to play yet. (Nevermind the fact that you could die during character creation. Funny but annoying- even more so after the third training fatality in a row.)
If a player looks at the scale provided and sees that (as an example) 20% strength is the average for an adult human, they can quickly decide at least fairly accurately how strong they want their character to be. It's not as though each and every individual point is going to be assigned one by one. You're going to do most of it in chunks, not point by point - that's not massive bookkeeping.
Hellbilly wrote:
#2.) Starting as average in skills means that progression becomes one of two things-
A.) Grinding and tedious- gaining a point or two per pop means that it's going to take forever to get anywhere. This reduces the inclination to stick it out, since real time years will pass before you're done
-or-
B.) Absurdly quick- gaining a cool 10 or so points per pop means you're going to max out in no time. This takes away from the long view, since you become epic in just a few weeks of playing.
This is no different than ANY gaming system out there. How slowly/quickly progression occurs is based on two things, the primary one being the GM and how little/much xp they assign. The second one being how much xp it takes to improve something.