@Beirus (Jason Caldwell)
Your initial distriburions are fine, but you did the skill levelup slightly inefficiently. If you started with Exo at +2, and general knowledge at +0, it would only take five point to upgrade GK, and you'd have five point more than you currently do.
@Kri (more starting points)
I agree with this. The current system essentially replaces the old profession system, but doesn't have any beginning stat points like the old system. That means that you're forced to minmax yourself in some areas, or be equally incompetent in everything- which is worse, because you'll always be overshadowed by someone with a better stat bonus than you. Our teams are large enough that there'll probably always be someone skilled in a given task, so if you try to do anything you're a hazard.
@Nikitian (One more free +1/-1)
As much as it pains me to say so, this is abusable. It allows a +2, at the cost of two -1s, which are cheaper to remove than the +2 is to get. Therefore, it would be strictly inefficient for anyone to
not take two penalties, which I don't think is PW's goal. Kri's idea is better, because it doesn't encourage minmaxing.
Actually, there is no reason to go beyond a single +2, since it's 15 points effectively, and three -1s spread around different skills sum up to the same 15 points. But even two +1s are inefficient then.
That's why, as Toaster said, it was proposed to add a 'free' +1/-1 on a separate skill option, since it allows for two +1s/ two -1s just as the original system had it with Mercenary profession.
There is a reason to go beyond a single +2, and it's based on being in a team. See, if you don't plan on ever using med, you can pretty safely put -2 in it, and you'll almost always be around a medic (who'll likely also carry the supplies needed to use the skill). If you use exo weapons, you will probably never use uncon since they're so close in purpose and they require different stats. That's another -2. Finally, handiwork can be safely penalized if you don't have a great interest in tinker (and even if you do, you can pay someone with good handi). That's another -2, for a total of -6.
Yes, every one of those -2s can kill you if you get in the wrong situation. However, you can deliberately avoid those situations, while trying to take the ones that require your skills, meaning that overall 95% of the time you're being saved by your high skills, and only want to use the penalized skills 5% of the time.
I find it harder to justify -10 skills total, because it hamstrings you in so many areas, but it can make sense for the same reasons. Just make sure you never ever leave the group if you do that.