Thank you Jon, this is what I wanted to know, sorry I missed it when reading the FAQ.
That's what I was thinking, that the skill based system was used partly because of this problem. And I think the flattening of powers, skills and equipment curves will help a lot, not sure how the stats will work yet... (health, stamina, dexterity and such) but I'm sure they will be fine.
I was thinking of a "Role" system for groups and group events. For example, a group leader could give the new characters the temporary role of "stretcher bearers" or "Shield wall" that comes with a few skills, buffs, restrictions and powers. Instead it could also be closer to an "Apprentice" system, where a player choose an apprentice instead of a leader assigning roles. Anyway, this is just brainstorming.
Thanks again, ill support this game asap!