Of course, any system can be gamed. Whilst I encourage you to explore the intricacies of the system, remember that creating the most outlandish, powerful combos possible simply means that I have to create ever-more powerful enemies. And if someone in the squad hasn't tuned their character to be the ultimate death machine, they'll suffer unfairly for it. Additionally, it's an assumption that I will automatically allow people to become Chaplains/Masters of the Forge/Watch-Captains/etc without a great deal of effort, or narrative. Similarly for artificer armour, or some of the background selections that people have chosen.
Mazer - this narrative is set after the Badab War - by about five years - so an Astral Claw, if they were around, would be in a particularly precarious position. Which is not to say that I'm against it in theory
. News takes time to travel across the galaxy, after all. If you can PM me an address I can send you a link to a character post on the Google Drive.
I'm now in a situation where I have more players than there are roles. By my count, I have:
Cryptix (Salamanders Devastator?)
Nineswords (Storm Sons Tactical)
A.T. (Consecrators Tactical)
Morovir (Iron Hands Techmarine?)
Reckoning (Imperial Fist? Exorcist?)
Dosjetka (Templar Assault)
Steel Company (Dark Angels successor tactical marine)
Mazer Rackham? (Imperial Fist? Astral Claw?)
That's eleven players for an eight-player-max game. As such, my solution will be to look initially for the most characterful entries and those that will have the enthusiasm and commitment for the game. If you're interested I would encourage you to post here in the thread and to discuss the role you're looking to play.