I was playing Ego Hunter and it really rubbed the the wrong way how little a difference there is between an ego in a hulking, gorilla morph, and an ego in a diminuitive neotenic. I feel like PHS has, to a degree, dropped the ball on this mind/body duality aspect. And once I got thinking about that, and how we don't need to treat attributes like skills, that freed me up to consider breaking skills from the traditional 'get XP/spend XP'.
So here's what I've been considering;
Aptitudes are solely defined by the morph. If you're in a neo-gorilla your SOM is 30 regardless as to whether you're a panty-waist, and a neo-raven has a SOM of 15, even if you're Hulk Hogan. Morphs may have a certain amount of variation thanks to edges and flaws. Aptitudes cannot be changed after chargen except by surgery, injury, or buying edges or flaws.
Moxie is a measure of your character's experience. Everyone starts with 1. When you get 10 rez points, it goes up by 1.
Skills are increased by training and use, like in Call of Cthulhu. Every time you successfully use a skill (or train, 'successful' or not), you put a note on that skill. At the end of the adventure, roll for each marked skill. If you FAIL on the subsequent roll, roll 1d10 and add that amount to your skill. In other words, you must use a skill to get better at it. The better you are already, the harder it is to get better still.
Psi sleights are trained with time, just like skills. You spend some time studying your new sleight, then make an appropriate check. If you succeed, you learn it. If not, you have to try again.
Traits can't normally be bought after chargen, but in some circumstances, the player may spend the trait cost * 2 to either buy the new advantage, or buy off an old disadvantage. This counts against your accruing additional moxie.
I'm thinking I might try this new system out somewhere. If it works, character generation can also be rehashed to make it much quicker (since half of it is now just buying equipment).