I'm still looking to be ready to GM an Anima: Beyond Fantasy game and, while my previous problem has still not been solved (shameless plug here), I've run into another one: how to GM for characters of massively different power levels and interests. I've done this before without issue in D&D, FATE (in which it was much easier), etc. but the difference in power I'm expecting from my players is really large. In Little-Black-Book Traveller and Secrets of Korvorn, the only other systems in which I have experienced a power gap large enough to be divisive in the same way, this has killed campaigns for me because the characters, even if they theoretically interact regularly, can't form a close relationship.
In Traveller one of the players rolled up a military dictator with more Social and Leadership than anybody ever, and another player rolled up a barely-alive homeless bum (drifter who failed basically every check except the ones that would have killed him outright), and the other players were similarly diverse. Party formation failed and we gave up on the game.
In Anima and with more experience I expect I can do better, but other than starting the players with established relationships designed to give the useful characters reason to pretend like the useless ones have a role to fill I'm not sure what to do, and that doesn't seem like much of a party.
Things I want:
The characters should be a party. This means that they characters regularly operate as a group in which every member contributes and that this group constitutes the people they spend most of their time around. All members of the group should be roughly equal in value/respect in terms of intra-group conversation, though externally the group may have a party leader.
The characters should be good characters. They should have beliefs, desires, flaws, favorite foods, cultural mannerisms, etc and they should make actions consistent with the same except when they exercise their radical freedom. They should not be forced to be a party, and they should especially not be forced, encouraged, or, possibly, allowed to take any action which would be grossly out-of-character for the sake of the party.
In fact, they should, ideally, never realize the contrived nature of the party at all or have any reason to do so. The party should be an emergent feature of the world, the characters, and their lives.
The players should be allowed the greatest amount of control over the creation of their characters possible that is consistent with GM control of the setting and an openness to GM suggestions in the interest of better game-quality.
An amount of subjective time as experienced by the most-aged member of the party over the interval which is greater than one day should be able to pass without the above ceasing to be the case.
The party must contain at least two persons of vastly different ability, the more able of which is able to do everything and anything the less able person can do, but the reverse is not true.
Please note: When I refer to ability or power level, I do not mean in-game level or attribute totals or anything like that. I mean the ability to do things. When I say that one character can do everything another can, I mean that the first character is equally as good at being the second character as the second character is. Specifically, a 'more powerful character', in this context, is more able to talk to persons of all kinds, is more likely to be positively received by every person, is more likely to be negatively received if they so choose, is more patient when patience is a virtue, etc. They also would have higher stats, but that's not the point, and if having lower stats would be useful for some reason they can do that, too. This is a slight exaggeration of how bad the power disparity is likely to actually be, but if I can solve my GMing problems in this case I can solve them a slightly less severe case.