Instead of training packages, I simply give out 'free' skill ranks on level 1.
It works out like this:
The player and I sit down and talk about the character, what it have done while growing up (level 0) and what it have been training for (Level 1).
The we start placing ranks for level 0 using the NO-PROFESSION skill cost (They are kids at this point and thus have no profession). Is there a lake or river in the area? If yes, well than they most likely have a rank in Swimming and perhaps sailing. Have they been allowed to ride a horse? No. Okay no riding skill. ect.
This might sound like a lot of work, but it's rather simple. It also allow people to pick up some skills that might not be common for their profession later. (A child of a Smith will have a rank in Smithing, Metal Lore and Metal Evaluation for example)
I try to not use more development points than they have, but in general I just place the ranks without even calculating how many points we have used. After all we do learn a lot of small things while we are children just by playing or helping our parents and our friends parents.
Next is of cause level 1 and again I just place the ranks without counting development points, but more to listen to the players wishes and my own thoughts. Then we look the character over to check that we havent forgotten anything and we're ready to the last thing:
I look the Profession over and change some cost if I feel that they do not really fit. (Swimming 1/3 for a char that grew up in the desert or Riding 4 for a char that grew up with horses ect.)
One rule here: When I lower the cost on a skill, I raise the cost on another skill (using common sense).
Thats it! Ready to play.
This way you get very personal characters and it doesn't unbalance the game. (In my experience the number of skills characters have doesn't unbalance the game. It's when people start to get additional skill ranks that mess things up
)