The package-based character generation in the Traveller Companion is a good answer to this. Otherwise, there are various house rules used to make the system more malleable, some of which were recently talked about in another thread: http://forum.mongoosepublishing.com/viewtopic.php?f=89&t=122239
Also, there's no saying that you're stuck with the character you've started building. If it goes in a direction you don't like, toss it out and start over.
We've had that discussion for years, decades even in my group and I've been strongly opposed to rolling attributes and creating "unequal" or "imbalanced" characters for as long as that.
However, I've begun to change my mind about that, following a very successful Call of Cthulhu campaign, I've now been GMing for two years. While everybody in that group received the same starting resources, CoC has an experience system, which allows you to only raise skills that you used during the last sessions. Also raising stats is easier if you're less trained in a skill and grows more difficult the more experienced you are, since raising skills is basically an inversed skill check. So, in a combat rich campaign characters who cannot fight either learn how to pretty quickly or they become a burden for the group, leading to character deaths. And charaters with skills that have no use for several sessions will not be able to gain experience in their fields of expertise.
What I'm trying to get at is that every character is different and I now strongly voice in favor for recognizing that and even making room for it. In my opinion, it's part of my job as GM to give everyone an opportunity to shine. But it's the player's job to play characters that fit the story. It's a social contract how to have fun together, at least for me.
I rolled up a couple of MgT2 characters in the past weeks and I could come up with interesting background stories for all of them. That doesn't mean that they'd fit my next campaign very well. I like to give my players specific guidelines what kind of characters would be useful and what would be absolutely necessary. Also, I can see that not every player is okay with starting levely of characters be widely different.
Therefore I think the Traveller companion can be of great value. Not only does it give additional pre-career options, but it also offers ideas how to create characters differently. I think package based systems to be dull. There is not much you can individualize taking this route and that means there are few ideas gained for the biography of a character out of creation. The same goes for point based creation: While individualisation is possible here, there won't be any mishaps, you get what you want and that can be quite dull and it doesn't spar imagination.
But e. g. allowing two boon dice for your ability rolls will give you likely give everyone chances for above average attributes. Alternatively, roll 14d6 and drop any two, then combine the remaining 12 dice in pairs of two for your final attributes. That gives total control over "dump stats" while allowing for peaks as well. Also, with 14d6 per player, statistics will provide comparable stats for everyone.