But imo the simplest, best, and fairest of all is to not allow any, repeat for emphasis NOT ALLOW ANY, muster rolls until the final career and then only those allowed for that final career.
This.
I've just started messing with the pocket book,and...it's got some problems. Some sentences missing key verbs, for instance.
After rolling up a couple of characters with my brother, we've determined that the flow of rolling a term should be:
1) Qualification if First Term in Career
2) Advancement (add rank-based skills if any)
3) Skill determination (1 for term, +1 if career advancement)
4) Events
5) Survival
I'm not sure this is intended by the authors, but it is the only way that makes sense to us. When survival is failed, you are kicked out of the career (although this is explicitly stated in some survival roll results but not others, it seems to be intended from the chargen text preceding individual careers). But it isn't clear if your career ends at the beginning, middle or end of the term. So moving Survival to the end seems to work best.
As I recall, some of the CT advanced chargen in Mercenary, which went year by year, could terminate your career in a specific year of a term.
And we're considering it not "Survival" so much as "Am I Forced (12)/Allowed (Success)/Prohibited (Fail) from another term in this career".
I'm glad that the few events tables are being expanded in other supplements.
But very disappointed that the average number of skills per term is so widely variable, just like CT, which I consider a significantly unbalancing flaw. I recall T4 or perhaps older T5 test chargen materials working on the assumption of 1.25 skills/term.
I'm not sure the point-buy values are very good, but I still have maxskill level of 6 ingrained, not the MgT 4, so I'll have to play with it more. Do the High Guard and Mercenary chargen stuff include point-buy provisions for college and flight school and all that?