Perhaps the intent of the prio table is to let you exit chargen as an experienced (and often highly specialized) criminal.
And perhaps the main intent of post chargen karma is to let you expand sideways. To open up more options
It's a game about specialists. Branching out is definitely one path, and the cost structure encourages it - but that should be an RP choice.
Skill cap is 9. The only reason the Skill Level table goes up to 12 in value, is because of Specializations/Expertise. From 6+ to 9++ is 125 karma, not as high as 285. In fact, going from 0 to 9++ is 235 karma
Noted thanks. So lets take the cost from 6 to 9, 120 karma. What could you buy with 120 karma other than 3 points in a single skill?
24 spells (The entire Manipulation catalog in the CRB)
6 skills from 0 to level 2 with specializations
4 skills to level 3
2 skills to level 4
1 skill to level 6 plus 2 specializations and an expertise (ironically, the same # of dice as a level 9 skill, though obvs you would purchase spec + exp first)
Every single non-awakened/resonance skill at lvl 1 with a specialization
Raise AGI from 1 to 6 and get firearms from 0 to 2 with specialization, going from 1 die in shooting pistols to 10 (and +5 dice in all agility related tasks)
40 Knowledge skills
13 Languages at Expert level
15 Force 4 Qi foci bonded
6 levels of Initiation plus MAG 6->7
And just for fun, $240,000 with Working For the Man
The cost scaling is just too high, the opportunity cost on other things, too great. Realistically, in terms of post-gen karma, everything after skill level 5 is a pretty low return on karma. 5 is when you can get expertise and a second specialization. There are no brass rings to reach for after that, it's just a big hill of karma for a few extra dice.