Currently you can spend starting character points on four things: stats, traits, profession, and skills. In-game, the player has a very limited ability to raise their stats, and most of the traits are difficult or impossible to acquire. Therefore, the best and often only way to get them is to buy them when you generate a character.
By comparison, the remaining two tabs give professions (items and skills and a few other things like addictions) and skills. These can all be acquired in gameplay, often easily (unless there are some items that only spawn with professions; I’ve never seen a clown suit for example.)
Personally I find myself never putting any points in skills because you’re going from 0->2 which is typically quite easy to do in-game, and because 2->4 is also generally easy but is also very expensive at chargen. I also usually take shower victim because I tend to find clothing on the first Z I kill anyway (and because the cheaper professions are fairly annoying to deal with at the start.)
I understand that this is just a consequence of my own power-gaming neurosis, and there are people who put points in skills at the beginning to obviate crafting 20 digging sticks or bandanas or whatever, so there isn’t necessarily a problem here. If this is intended, or just needs minor tweaking that’s fine. The trope of having players get an advantage early but lose out in the long-run (which is generally easier to survive) is fairly common, I guess.
Nevertheless, I have a suggestion: new characters have points, maybe fewer than currently, to spend on stats and traits. In addition, they choose a profession. Then, depending on the profession chosen, they get some skill points to distribute. Stronger professions like survivalist would get fewer free skill points than disadvantageous ones like coke addict or unemployed. So basically, split the point pool between permanent effects - stats and traits - and starting effects - professions and skills.
Another alternative is to give flat or no floating skill points, roll professions into the forthcoming scenario thing and don’t attempt to balance them, instead making them unlockable (get tailoring to 6 to unlock tailor, forge a sword to unlock blacksmith, etc) with most of the scenarios just being mostly the same as unemployed except for skills and equipment. I don’t know how scenarios are going to work exactly so maybe this isn’t feasible.
In any case, I personally feel like something like this would make players more likely to choose quirkier professions without feeling like they were taking a long-term handicap, which would make the early game more diverse and interesting for those players.