Some specific examples (sorry for double post):
In terms of stuff I’ve already implemented, I’ve got a ‘low’, a ‘mid’ and a ‘high’-tier profession each:
My ‘low’ is a busker - they start with basic civilian clothes (jeans and t-shirt, socks and sneakers), 1 in speaking and an acoustic guitar.
Unsure whether to give them 0 or +1 points at creation, as they’ve got almost no storage and the Rude Girl class (0 points) starts with pretty much the same stuff, only with a far more portable source of music.
My ‘mid’ is a gunslinger/wild west reenactor (think Wild West) - they start with general wild-west attire, so cowboy hat and boots, leather vest, longsleeved shirt, and a holster with a Single Action Army (with 5 shots and 30 spare ammo). They also start with 5 hanguns and 3 marksmanship.
At the moment, they’re at 3 points (Police Officers start with 2 fewer points in handguns, but have a better handgun (none of that annoying smoke) and the police officer trait and they’re worth 2 points).
My ‘high’ is a tester for the RM13 combat armour, but not a combat tester - they’re just an engineer, not even a higher-up. 2 skill in mechanics and electronics, but they start with the armour, fully charged (but no spare cells). That’s it, though, besides their underwear.
Tentatively 5 points due to the lack of other equipment and skills, but the armour is very good even unpowered so that may change.
Is this the sort of process I should go through to balance?