I'll have to look at it closer, but as you are pointing out it won't be feasible to just take the current char gen process and just try to play in the middle of it. Something to what you're proposing sounds much better!
Thanks for the great ideas of what those slice-of-life scenes could be. My regular group is myself and 3 players so the downtime isn't quite that much. But I'm thinking that I'll probably do one of two things:
1. Play out the scenes as 1-on-1 sessions between myself and each player. We do this in other games and it works great.
2. Vastly reduce the number of slices that you're looking at and just create scenes that involve them all. That wouldn't let the players explore how the characters got the way they are; but it would allow me to have scenes that's basically training for me and the players. For example: "You are 12 yo and a 3 year old girl has gone missing in the fields, everyone needs to help look for her." or "You are 14 yo and some rival clan has both raided your cattle and made them scatter like the wind, help to herd them home." During such segments I could make up a plausible scenario for why the characters would be together (or in the vicinity of each other) and it would provide an opportunity for us to explore things step-by-step. Say: 1. Basic skills+augmenting. 2. Combat with melee. 3. Combat with ranged and melee. 4. Magic+combat with magic.
I know that it's not a huge problem to begin just playing fully made characters, I've tried it out. It's just that both me and my players would feel more comfortable with layering on at least magic at a later stage (choosing spells would take forever for my players, since we would have to talk through the rules for magic+they would want to read what every spell that they could choose do). For that I can of course just say, you don't begin with magic, but making small scenes of their lives growing up just seems like a great opportunity.