I don't think hand waving and fudging would do the trick. Better get your calculators out and start making sample NPCs! Stick to common development path (fighters go weapons, thieves go subterfuge skills) and make a list of NPC scores from 1 to lvl 20. Those should be your run of the mill NPCs and the usual outcomes for certain levels. Base the skill development off the costs, like a making a valid character, so a rogue will maybe develop 2 weapon types, while a thief should better stick with one. Fighters will develop their main weapon at full, while a rogue might switch the high cost skill rank to several other skills, once every 2 levels... Don't forget the professional bonuses and figure in items at +5 per 5 levels.
That way you get a ready pool of scores to be copy pasted in the NPC table.
Consider a talent as Adrenal defense and the skill Gymnastic: Acrobatics on DB and work out the maximum armor type from the maneuvering in armor.