Of course I don't mind! :)
Yes, I had things that were natural to take. Fact is, I wanted those advances, wanted them now, dammit! That's why I was hitting those keys... sorry, highlights, so hard. At a different point in play it would have been slower, and that would have been fun at that point. My group has been playing Solar System campaigns for years now, and it has always been up and down the way those xp flow, and never exactly synced between characters. Some sessions you get loads, others you get hardly any. And it has never been a problem. Partly because it tends to even out in the long run. But even when it hasn't, that hasn't affected Fun.
Thing is, these games are built for play to flow organically. There are no point pools for the GM to build threats with. They just throw in stuff that seems good and fun at the moment, and that builds on what's gone before. Same with advancement. There is no mechanic that keeps balance between player characters, because it's not needed for the game to rock. Every character grows and develops at its own pace. Check what Vincent said about how it's unproblematic for a new character to enter play a good ways into the campaign. We've often had new characters enter play in the middle, or the end, of a Solar System campaign, and they have naturally been made as starting characters, with no extra advances to put them on par with the old ones.
Like I mentioned above, since you keep adjusting the xp triggers throughout the game, there's no reason to fear the game is going to "break" because of some character's setup, or "build" if you like.
With all due respect to "destructively" playtesting the hard mechanics of a game, I believe it has never been a good idea to play it destructively. Presumably you play to have fun. I mean, you can ruin any game if you want to, but I hope that's not what you or anyone else is aiming for. It might be especially important in this kind of game, where it's actually the "soft" rules that are the most important. Play to find out, and make the characters' lives not boring. Fuck with them, don't fuck them over all the time. Give them what they work for, but introduce complications.
Those things can't be hardwired. But luckily you've picked up a game where the hard mechanics actively support the soft rules making the game awesome.
Uhm, back to your questions! :)
We haven't played more than those two sessions, we live in different cities, but I surely don't plan to see that character obsolete in two more sessions, no sir, I don't! As I said before, I trust the pace to adjust organically, because it's we who play the game, and at the moment we want it to go on. Maybe at some point I'll want Wilson to retire, but that will be because I'll want him to, not because he's become to good or something like that.
On a tangent, I was a bit worried when Vincent said somewhere that the game will start rocking hard after about six sessions. I mean, I want it to rock now! Now, though, after two smoking first sessions, where so much change is going on, I got a whiff of how it's going to be even better when we have even more play behind us with Wilson and his world. Not going to be obsolete after three or four sessions, oh no! Or he will be, but I'll know that then, won't I?
I'll gladly keep talking if you're interested in more. Sorry for all the emphasis, I get excited about this stuff. :)