This post is about an example of how a system can lead to forcing players into a certain amount of min/maxing just because of how it is made, so skip it entirely if you want, it may not be interesting to you.
Meanwhile I'll post one of my own observation about how a system can funnel players into patterns for character building that just ends up better than others (maybe even breaking the system for when there are min/maxers and just plain "casual" players at the same table [I'm saying casual here but I really just mean someone who doesn't care to weight every possibility and end up with a +1 somewhere because they spent 3 hours at it])
In the FFG Star Wars system the only time you can put experience in a base attribute (agi, int, etc...) is at the creation. Base stats are THE most important aspect of your character, setting the amount of dices you will have for any action using the stat. It cost 10x rank you want to buy and later on can only improve with implants or reaching the botom of a "skill tree" the aumentation often cost immense amounts of money or a minimum of 100 exp (up to 175 for certain career trees).
All the while that medecine proficiency has the same cost to raise (10x the amount you will have for the next rank and five less per level if your career has the skill training). I'll spare you the rest of the details, but basically if you make a character there is absolutely no reason NOT to put as much starting Exp in base stats as possible, leaving your character growth to end of session experience gain.
This make it seem like every character is coming out of the box as that rookie "insert career path" right out of the entrance exam for said career, as you will have your entire game to put points in your career skills while if you wasted creation exp into it, you'll have good rolls in your first games and then will get outclassed by anyone who didn't, just because a skill use the base stat for dice amount and the skill for dice "efficiency" if you want, since you can't crit on a non trained dice and they have 1/8 to be wasted while trained dices have 1/12, but more dice = better. So having 4 INT and 0 medecine will yield better dice results as having 2 INT and 2 medecin, unless both dices crit (1/12).
Sorry for the wall of text again, and thank you if you read it.
Please go ahead and include your opinion if there are such funnels in the Shadowrun system, or if you think there are particularly bad decisions I should avoid going into character creation for the first time ^_^