See, i actually like TPs in RMC. They need to be carefully regulated, and i never allow them to exceed the normal skill ranks/lvl, but they can act as a "lifepath" system if the characters are above 1st (or even at 1st!) and i feel give the characters a better idea of why they have the skills they do.
So if you create a 3rd lvl fighter, normally you would have to explain exactly why he fights. But if he spent 6 months in a town guard, followed by a year as a soldier, followed by 6 months as a Mercenary, you suddenly start to get a handle on him. It also gives the character some skills that player may not take such as Law (Town Watch), Foraging (Soldier) and Bartering (Merc).
If setting specific TP's are used, you can add extra flavour to the character.
However, i think they work better at Char Gen than during play (formal/on-job training followed by personal development) and have to be carefully controlled by the GM.