My issue most of the time with the basic career generations (even in MT) was they didn't make as fulsome use of cascades as they might have and that means sometimes a given career can never get a skill it probably should have access to. In enhanced, with more tables, you get more options.
I found that you can get 1 or 0 skills in a term sometimes in enhanced in some careers and that I could get at least 3 (more if a position or promotion gave you one) so you could get fairly similar (I think 80-90% of the time) results with either, but I'd Monte-Carlo-ing that to see what the statistical difference would be tough.
If you did background skills and allowed stuff like college before a regular career, that would also help.
One of my axes to grind (beyond the possible abuses of BPs) is that I've yet to meet a basic MT generator that will let me start an spend a term or two in a second career before play. The MCTG enhanced generator by Greg Svenson does support that (for humans.... not sure it does for all other options). It's a good generator, but it doesn't ask for BPs for skill picks (including going either way on the skill tables) or on the assignment resolution. My favourite use of having a few BPs was to avoid years where I could just flat out not get a skill.
Another minor gripe is Rifleman/Combat Rifleman. If you are a good shot with a rifle, it won't take you long to function with an AR. I think Rifleman -> Combat Rifleman when you get at least 1 level of CRM.
Alternate Way To Do Skill Levels During Chargen
I also wish the whole zero-level/all other levels differentiation (awarding a particular level of a skill rather than a +1 skill) didn't exist. Maybe skill 0 should be treated as where all skills start. It is arguably the MOST valuable skill (where UnskilledOK does not exist) and all it fails to do is grant you a positive mod but it does remove a significant hit for no skill where UnkilledOK is not present.
I also think that a skill 4 should be harder to get than skill 1... so maybe what you should get during chargen is XP or ATs and then interpret the final level based on a table at the end of chargen:
Skill 0 - 1
AT/XP
Skill 1 - 2
AT/XPs
Skill 2 - 3
AT/XPs
Skill 3 - 5
AT/XPs
Skill 4 - 8
AT/XPs
etc.
Each year, either award 2 XPs or a D3 or make a roll (replacing the skill roll) :
To gain experience at a skill, Routine, Int, Edu. If you succeed normally, gain D3 XP. If you miss by 1, gain 1 XP. If you gain +2 success, gain D3+1. If you get +4 success, gain D3+2. A fumble (natural 2) requires a Determination test every time you'd accumulate future XPs in the skill in order to continue gaining XPs in this skill (once you make it once, your confidence is back and you don't have to check anymore).
That replaces a skill check. You can gain anywhere from 0 to 5 XPs but the average is likely to be 2-3 XP. So most of the time, you'd get a level 0-2 skill in a year. Skill 3 will often be 2 years, and skill 4 could be 3 years.
This sort of economy in skills would encourage diversification and it also addresses the way MT generation (even CT had it, just less of it) can kick out Skill 5+.
You could also work ongoing experience using the same approach and leave XPs that were leftover at the end of chargen as 'part way to the next level' for the character.