Overall i like the character generation system, but below are some of my thoughts on it. I have, so far, created 3 characters who have all turned out different and interesting, but i felt a bit hinder by the roll in order for characteristics.
First i do not like roll in order. I would suggest changing that to roll and assign. I appear to one of the few who found the flow chart easy enough to follow, though a few parts are unclear and I am not convinced by the colour scheme (seemed nicer in black and white in the printer friendly version). It is also unclear to me that in your first term, you get the basic training but do you also get one roll on the skill tables before doing the survival roll (I think that is the intent but I am not sure).
Clarification is needed on a few things like the commission roll (I assume it is SOC 8+) but most of these have already been mentioned by other posters so I wont repeat them all here
. The life event table is good for flavour but as already suggested by some, it might be nice to create rival or enemies and allies there via the relationship result.
Skill levels and training-I think the limit of INT+EDU x3 is fine, none of the characters i have created have come near that limit yet, and no character started with a skill at level 4. The training system is a nice addition but as i have said elsewhere on this forum, the training time seems too short and might work better if the time was expressed in months not weeks.
Benefits-though straight forward there are some bugs. It is unclear whether the armour benefit is meant to be 10,000 then 200,000, which seems an awful large leap, or 10,000 then 20,000 or 100,000 then 200,000. It is also unclear whether that is just for a piece of armour or whether you could use that sum to buy options for you armour up to the tech level limit. Also in general prices are easier to read when large numbers are broken up by commas (IE 10,000 instead of 10000).
Weapon/gun benefit also have a problem as well, as the sum allowed means that a character with melee skills or gun combat slug has plenty of options for a starting weapons (most on that table) but some one with gun combat energy would be restricted to just stunners as laser pistol starts at 2000 credits. The scientific benefit needs to be explained better as well, as lot of gear could be categorized as scientific (IE sensors, computers, tool kits).
Noel
First i do not like roll in order. I would suggest changing that to roll and assign. I appear to one of the few who found the flow chart easy enough to follow, though a few parts are unclear and I am not convinced by the colour scheme (seemed nicer in black and white in the printer friendly version). It is also unclear to me that in your first term, you get the basic training but do you also get one roll on the skill tables before doing the survival roll (I think that is the intent but I am not sure).
Clarification is needed on a few things like the commission roll (I assume it is SOC 8+) but most of these have already been mentioned by other posters so I wont repeat them all here

Skill levels and training-I think the limit of INT+EDU x3 is fine, none of the characters i have created have come near that limit yet, and no character started with a skill at level 4. The training system is a nice addition but as i have said elsewhere on this forum, the training time seems too short and might work better if the time was expressed in months not weeks.
Benefits-though straight forward there are some bugs. It is unclear whether the armour benefit is meant to be 10,000 then 200,000, which seems an awful large leap, or 10,000 then 20,000 or 100,000 then 200,000. It is also unclear whether that is just for a piece of armour or whether you could use that sum to buy options for you armour up to the tech level limit. Also in general prices are easier to read when large numbers are broken up by commas (IE 10,000 instead of 10000).
Weapon/gun benefit also have a problem as well, as the sum allowed means that a character with melee skills or gun combat slug has plenty of options for a starting weapons (most on that table) but some one with gun combat energy would be restricted to just stunners as laser pistol starts at 2000 credits. The scientific benefit needs to be explained better as well, as lot of gear could be categorized as scientific (IE sensors, computers, tool kits).
Noel