I'm currently playing a character, and just made another, in a Dungeon Fantasy/DFRPG group that starts at 75 points (+50 disads, +5 quirks). It's not all that difficult to make a viable character, even at that point total -- you won't have skills at "expert" levels, or only one at the expense of having others above default, but the group adventures are balanced for this power level.
What has just occurred to me, however (and appears to be an equally valid concern for vanilla GURPS), is that a common 250 point starting value, or even a 125 point value, will start with more Advantages than a 75 pointer -- because the lower point total spends everything on attributes and skills (the template for a mage, for instance, pretty much limits advantages to Magery 2 over the required Magery 1, or an attribute increase).
One of the underlying tenets of "leveling" in DFRPG is that, once you've gained, say, 50 points and "leveled up", your 75 point character will be roughly indistinguishable from a new character who started with 125 points -- but that seems not to be the case, because the 125 point character will have started with one or more Advantages that the 75 point character couldn't afford, and most advantages (like Magery, Trained by a Master, or Luck) can't be gained through experience spending.
What's the best way to ensure that a 75 point character isn't at a, um, disadvantage relative to Advantages compared to a 125 point start, after playing a while and earning 50 experience? Is there a mechanism in the DF/DFRPG rules that I'm missing that allows adding Advantages on leveling up, or under other circumstances in play?