I feel somehow like we're all missing the point here on Roles.
Reading through most posts we are all thinking about how other games have done skill/classes/advancement systems before.
Personally I think we need to think more deeply then the functional systems behind what we traditionally consider "roles" "classes" & even "skills".
I'm interested in the idea of the Role you choose changing the narrative choices and the type of story you're told Rache here is opening up what is interesting about the roles:
Roles and Special Abilities...
These are both important to the CP mentality. SA's are not just numbers to add to a skill roll.
Cops and Authority, Solos and Combat Sense, Nomad and Family...they provide other benefits to that character.
A Cop uses Authority to "flash his badge" to achieve certain ends or call fr backup from the local precinct.
A Solo uses Combat Sense to gain that split second advantage in combat.
A Nomad uses Family for just that...to call upon his Caravan when SHTF.
Roles would make perfect narrative devices to drive different mission sets or a "Rahsamon" multiplexity of experiences of the same mission based on role.
The next question is oriented towards the Special Ability associated with each role - how should this be handled?
I think each special ability should not only affect the skill rolls they are related to, but also expand out into things like unique dialogue options, missions, in game opportunities and social dynamics/NPC responses.
When your a cop and your flashing your badge you should have an option to demand a COP commands when speaking to people.
Nomads calling in your family or a favor from someone who is connected to your tribe is important too.
Getting overly stuck in "Oh why don't all characters have combat sense - they all fight?" Or "Cops are exposed to violence too!" is really ridiculous thinking. You the player is the one limiting your character if you think just because your not a solo and can't max out your initiative to go first in combat you shouldn't invest in combat abilities or 'ware is ridiculous. Or if your a solo who thinks why invest in social skills? SAs don't limit you they contexualize and give you benefits that make sense as they represent your characters defining experiences up to that point. For me personally If they go with the full 10 point skill max system I'd like to see all SAs capped at 5 so people put less "value" in them functionally and go more with the story dimensions of role choice.