I see three major problems with char gen the way it is:
1. It is scenario oriented. Rolling up a fully developed character to play a chosen scenario. The character generation system is not geared towards long-term play in multiple scenarios or an on-going game. This results in players choosing to go multiple terms to get skills rather than go into the game with minimal skills and acquire more as play goes on.
Most of the players I have had come from a Dungeons & Dragons background.
As a result, they want to either become the finest single-discipline professionals (Nav-6, Pilot 4, Vacc Suit 4 and nearly nothing else)
Or, they want to train their characters into Swiss-Army-Characters.
As I see it, that is not Traveller.
The way I see Traveller, the Char gen system provides characters who need to work together to be a "Swiss-Army-Crew"
Each member of a team provides their skills to a whole.
In that way, I've had my campaign running since 2007, and I stress the work of the team over highlighting the individual characters
2. Little or no system for character growth. This goes back to 1. above. The generation system is scenario driven rather than geared to long-term play of the same character. If there were character growth--this could be as much based on actions in play as just leaving it to the player to choose--then it would make playing a young, low-skill, character more desirable.
There I agreed with you 100%
As a result, I developed my own system, related to my Char Gen system.
So, say a Character has Gun Combat - Laser Weapons 1 and wants to improve to Level 2.
In Char Gen, improving and Gun Combat skill demands 10 "points" each (with points earned for events in My Char Gen procedure) for Level 1,2 or 3
It then costs 15 points each for levels 4 and 5, then 20 points each for levels 6+
That said, each player can have their character "regularly train or practice" with a single targeted skill until they make their improvement roll
Each in-game month in which they train or practice, they get one "Tik", or two if they were trained by an instructor.
Once they earn enough Tiks for the "mandatory" number of points (See above), they must make a Formidable skill roll to increase their skill as intended.
DM's = +1 for Int >9, +2 for Int >11 ; +1 per additional Tik over the mandatory level.
So, if "Frank" has an INT of B, and has been studying Gun Combat-Laser Wep's for 13 months of in-game time, he needs to make a formidable roll of 14+ with +2 and +3 = 9+ on 2D6
3. You can die or be otherwise wrecked in char gen meaning, most of the time, having to start over with another character.
Here is where my real life experience steps in.
I was shot and - according to three doctors who confirmed it - killed in combat.
Then, I woke up on an autopsy table. Sent the doctor setting up for the procedure to the CCU for three days.
So, I "
am" the character killed in Char Gen.
Following what the doctors called, "Spontaneous Unexplained Self-Resurrection, I got into IT, interacted with Dr, Hawking(which led to a stint working for Dr. Sagan) and more.
Given that experience, I don't let my player's character die. I use charts from JTAS to have them legally drummed out of the service, or discharged after injuries which made the medically unfit for service, etc..
Or, I have the character experience a wound, for which they get the appropriate decoration(Purple Heart, wound Badge, etc)
In this way, there is a chance of character advancement while teams share their skills as a team to solve issues.