Omnia does not use random character generation, although I am not opposed to providing a form of it an optional method of character creation. Instead, I have chosen the point allocation method for determining Ability ratings. Initially, I planned to allow points to flow between Abilities and other elements of the rules, but I have decided I want Abilities to be self-contained. Enough flexibility is already present with the potential for spontaneous Ability generation if the player character chooses less than the maximum number of starting Ability points. Allowing players to tap other elements during character creation leads to both power inflation and Ability dilution. I want the choices in Ability selection and competency to be meaningful.
Does this mean there is no exchange between any rules elements in the game? No, it does not. In the current draft of Omnia, Complications serve as a character creation currency that can be used to increase Health, Psyche, or Luck as well as purchase Powers (within the scope of the setting and genre being used). In a way, Abilities can be modified by point-buying indirectly through the purchase of Powers. (Powers are capabilities possessing their own ratings, which are used in coordination with appropriate Abilities.)
This enables Omnia to maintain the integrity of the Ability microsystem without sacrificing flexibility during character creation.