I am well aware of how the system works and what skills are wonky and should have came with better rules, etc. The difference between you and I is that I have no problem whatsoever with playing "bad" characters. I don't really care that Stunbolt is better than Astral Combat, I will choose whichever one I think is going to be more fun. I am not trying to beat the game, I just want to enjoy the game. I enjoy winning and losing. I enjoy having flaws, even serious flaws. Having a very poor dodge pool is a big problem but I will still play such characters. I got away from playing super safe with character builds a long time ago, I find it very interesting to explore weaknesses and what you may consider to be flawed designs. Just because I don't agree with your mentality does not mean I don't understand the rules.
Hobbes, when I say "positive feedback" I am talking about telling him his character is cool and getting him pumped up to play it. I would not say "Neat idea but you have too many bad skills and your attributes are really sub-optimal for your role, scrap 1/3 of it and play the character I suggest." And I have seen that happen a LOT of times over the years. I rarely check this sub forum because of the bad history it has.
I should note that I prefer a DEEP level of immersion and many of my views are based on that. I like to take every aspect of my background and character sheet to produce the most powerful roleplaying experience I can bring to the table. If something makes sense for the character but it is "useless" I will still take it and sometimes it does come into play. I also feel that a crucial GM skill is to make players feel good about the choices they made, not punishing them because they didn't fully optimize. If one of my players took Rating 7 Performance and his background said he was a musician in Aztlan for 10 years, I would probably look for a way to work that into a run or at least a session, or maybe more than one, it could even become important to the campaign as a whole. When a player invests a ton of karma into something and the GM doesn't have it come into play ever, that just encourages him to not spend his karma on things like that again. But if the GM understands that the player purchased it because he thought it was very cool and rewards him for it at some point, the player will be very happy and continue to build characters how he likes. It's things like this that lead players to avoid certain skills because they feel useless, and with a GM who hasn't learned this valuable skill, they probably are useless.The same is true for knowledge and language skills. Many people won't invest actual karma into them, they just take the freebies. Such skills rarely, if ever come up in quite a few groups. But if the GM makes the skills worthwhile they go from useless to amazingly fun.
I would even go so far as to say that I wouldn't always take Stunbolt over Astral Combat because it's not how I visualize my character fighting spirits. I also don't like to take certain spells, guns, vehicles, ware, etc every time because they are the best or most useful. I think changing it up is a lot of fun.