As explained, character creation covers three categories, Attributes, Skills, and Talents. Since I went with a build-by system, the player allots starting points for the character. For beginning point totals for each category I've given both Skills and Talents 20 points. For Attributes, I've played around with both 15 and 17. I would also like to add that as a GM or Player limiting yourself from capping things from the start is a good idea. So maybe limit 3 or 4 points to any one given attribute or skill to begin with.
A lot of my uncertainty towards this is the based on a lack of playtesting. With 15 Attribute points to begin with, it's a very flat starting character(which sounds good in some rights). Though in a combat setting of guns and such, and character HP and Standing DC usually staying in the smaller ranges(by comparison to other RPG's), it almost gives way to the character being slightly developed or realized to begin with, so that they can reasonably achieve their goals.
For the Skills, I went with 20 to encourage the player to select varied skills without making most negligible. I suggest limiting any given skill to 3(for starting), and maybe costing 2 additional points to raise it to 4(again, starting only). My personal thoughts: Try a skill set with one or two "attack" skills, one defensive skill, one movement skill, and two trade-profession skills.
Talents are where there's a lot of play in the character development, and gives a lot more depth to the system. Talents cost various increments of 5 points, and they're laid out in "Trees" based on play-impact. It's still being developed further, but the existing Talents already give more growth potential than can be achieved in any small amount of play, and that's still in keeping with a cohesive character concept.
It's looking like my next focus is going to need to be posting and updating gear and equipment...