Obviously, it is possible for a player to generate a character with seemingly unsatisfactory values; nevertheless, each player should use his character as generated. The experience procedures and acquired skills table offer a genuine opportunity to enhance values, given only time and luck. Should a player consider his character to be so poor as to be beyond help, he should consider joining the accident-prone Scout Corps, with a subconscious view to suicide.While I'm sure lots of us will be drawn to the comment about suicide, far more fascinating, I think, is the comment about "seemingly unsatisfactory values" and the use of "should" in reference to playing a character as generated. These both point to a philosophy of game play and design that's quite different to the one that's become dominant in the last couple of decades.
I'll probably have more to say on this later, but I'm rather busy at the moment and might not have a spare moment till the weekend.