I wouldn’t worry about the rest of the group that loses a member- it makes them feel their own survival more closely and enhances their roleplaying experience. Coming back from a lrp mission or battle where you’ve lost a bunch of people is one of the most intense moments in the game. The absolutely critical thing is that the player group can identify what they did wrong. They must never be placed in a situation where they think “there was nothing we could do” - that is when your players become dissolusioned with the whole game.
As a counterpoint to Overkill’s starting skills, to my mind it does help people to feel that they have a role in mind when they create the character but it doesn’t matter greatly either way.
One thing I would include is an atrophy element to the highest level of skills. So if you train yourself up as a swordsman and get your swordsmanship skill up to 100% and then decide to multiclass to a wizard and start chucking fireballs at people rather than chopping them up with a sword, you start losing the top few points from your swordsmanship skill because you’re not using it. In a multi-player universe that creates the credible outcome that you can’t be the best swordsperson in the world and the best mage in the world and the best rogue in the world at the same time. You could be each consecutively, but when you decide to stop using a skill that is in the top 10% it starts declining. You could even have a set number of points behind the scenes that are allocated to skills according to use- you start out having 1 point in each skill and as you prioritise your skills the system pushes your available points into the skills you are using and away from the skills you don’t use.