Because "Boot Camp" is Conservative.
I was gonna post this in the Training Camp thread, but thought it's kinda large to dump all at once on someone else's thread. So, here's my notes on how best to grind up skills:
Remember: the most skill one can gain in one day is (currentlevel+1)+0.5. So someone with 4 skill, no matter the decimals, can only level that skill up to 5.5 after an XP-packed site action. In theory, one can level up as many skills as are sufficiently exercised. Tough part is working several skills in the same action.
Having one "trainer" with decent Security is all one really needs for the initial breaking-in portion (named for the smashing-machinery & freeing animals portion of Intro to Liberal Criminality); the trainer can take 5 trainees to the Sweatshop, Factory, or Labs as needed. Once Juice hits 100 or so, then consider moving to the Courthouse to boost Disguise, possibly Stealth, and petty-thieve up to 200. After that, you should have a good idea what you want to do with your people, so training should be over.
Stealth: have a point in it either from character creation or training (all trainees need at least one point to make Stealth rolls), then have encounters in secure areas. Using Black Robes in the Courthouse is ideal, since they give +1 to Stealth actually double your Stealth skill for being Black and are compatible with Disguise there.
Disguise: Can be trained from 0. Either train as Stealth or raid the Sweatshop naked.
Security: Get someone with a point of Security and hit an Apartment building. (Watching someone else pick locks is worth Security XP; the highest-rated person does the actual picking or cracking.) Industrials are good at 1-4 points, Uni could be 3-5 but I've never tried it, and Downtown works OK at 4-6 or so. Do NOT actually enter any apartment until you've finished with the doors (opening doors is OK) because entering a secure area starts the Conservative Suspicion timer.
Once you're reliably opening every door in the Downtown Apartments, training's over. You'll need to raid places like Corp HQ/CEO House, the Police Station, and the CIA to level up farther. Safes tend to take about 10 Security to have a good chance of cracking them; once you're at the point where unlocking doors isn't giving any more points, start hitting safes. Security tends to top out around 13 points or so, FWIW.
Driving: Drive places. Simply driving to the Commercial District on a supply run will give Driving XP. No need to endanger lives, property, or the Liberal Public Image in a car chase to level this up.
Persuasion: Arrange a meeting with someone to talk about the issues, have the meeting, and have them want to come back. In case of trouble with the first step, hit the Co-Op, Juice Bar, or Net Cafe and look for Teenagers and Highschool Dropouts, as well as the beloved Hippie. All three are easy to convince and keep meeting with. If Mutants are around, they're not that much tougher to convince & may have excellent stats, so they're worth the talk too.
Seduction: As Persuasion, but using pickup lines. Aim for low-to-mid level Conservatives such as Security Guards or Lab Techs to start, then move up to Soldiers, Police Officers, and Club Security once you hit 6 or 7 points in Seduction. (Existing romantic interests increase Seduction...very slowly. You might or might not not see a one-point gain...over the course of a year.)
Weapons/Martial Arts: If the CCS is active, find their safehouse and do a non-thorough raid (stop after killing off about 3-4 groups). Figure a point or two every 2-3 raids or so. Having a good Driver is advisable in case you took too long and a car chase ensues.
Dodge: Get attacked. You don't have to successfully dodge in order to gain Dodge XP, but obviously it helps if you aren't killed or severely injured in the process of learning to not get killed or severely injured. ;-)E>
First Aid: Help the poor bastards still learning to Dodge, both by stopping the bleeding onsite and by Tending to Injuries afterward. One or two Severely Injured people can get their caregivers up a point or two over the course of treatment; my founder is at 8.x so far (from cross-training to 5.x), after helping two shot legs and a burned arm.
Feel free to nitpick, add, whatever.
[Edited to correct effects of Stealth modifiers: most Black clothing doubles one's skill, whilst the Ninja and Cat-suits triple it, according to JS Fox--KA101]