If I am honest then yes I am essentially afraid of players over using Psi in the game, if they could gain it so easilly. Yes they are not going to become mental ninja's but telepathy and empath abilities can be very annoying in game. A slow building of such things prevents them from being too overused and overpowered IMHO. Powerful sensor technology and transporters are already problematic without a *clever bypass of the week techbobabble field, which blocks it*, without Telepathy too
Ballance in Trek is essential to make it work. The existience of the Federation makes PC's bellong to rational right thinking pacifists.. however in reality players do not come from a utopianist society, and are used to playing things like D&D, so they can become statto's and minmaxers.. This is not the place to discuss those issues, but what I am trying to say is basically it is exactly the way in which it is designed which makes me like the system.. it seems ballanced, and that's a complement to the designers!
If I understandy your house rules on telepathy, what you are saying is essentially everyone rolls on a 7th statistic, and if you don't chose to be a telepath, then you distribute those points to your other stats?! This would mean a higher base character stats than the present spread. Or am I misunderstanding you? If you're suggesting only telepaths get this seventh roll, then I find that unfair and I would have 'fixed' it had it been part of the official rules. it is one of the bad parts about ICON which I feel Coda fixed.
I also happen to like the wide zero base spread of the stat modifier as well, as I find it incredibly disapointing and annoying to get a negative stat, and given the actual Startrek setting, innapropriate; given that most Starfleet officers are in their worlds 98th percentile, and ergo their counterparts are equally as good (non Starfleet characters etc) because they register as more than blips on the radar of teeming billions! They are hero's so it's insulting to have negative attributes.. they have flaws however, as almost all hero's have quirks which prevent them from being perfect Those Flaws ae also chosen for roleplaying reasons, not because they rolled badly! I happen to like Flaws allot, as they open up roleplaying opportunities and help make characters not so unfeasably perfect
I am not sure if I am missing the point of the question here but surelly the character creation process creates characters at the beginning of their career, they do not create Worf 's ninja uber fighting abilities, Loixanna Troi's amazing telepathy, Jean Luc Picards' Phenomenal diplomacy or McCoy's ability to 'cure a rainy day'. If you want to create mid-career, highly experienced characters, because that suits your style of troupe play, then you are looking in the wrong place! If you're handing out freebie points to make such characters, then that is what you do, not retrospectivelly 'fix' the caracter creation process to make someone with a skill basis going from Harry kim to Admiral Kirk!
However that said something which probably should have been included within the players guide / narrators guide was exactly that: A guide to creating your own set of 'Enterprise officers at the height of their careers', yes it does provide some examples in the NG, but it does not explain how and why the points were spent, so you could replicate it for your own crews. Of course that may have been included in a never released suplement in the future