Okay new plan.
Open Skills - Painting, Athletic, Charisma, Photography, Nectar Making, Cooking, Inventing.
Max Skills and Careers.
1. Gardening - Gardener
2. Logic - Medical
3. Sculpting - Sculptor
4. Handiness - Military
5. Martial Arts - Business
6. Fishing - Fisherman
7. Guitar - Musician
8. Writing - Journalism
I think it is too much to expect the Founder to max out a skill other than the ones needed to make ambrosia, so I will start with a gardener, since Gardening is not a full time skill then I will throw in painting after she maxes cooking. Gen 2 as a Doctor is a good money maker and is easy to advance in from a toddler with the peg box etc. Gen 3 as a Sculptor will take away the need for spouses to Sculpt the Ice people. Handiness for gen 4 is mainly for the career of Astronaut. Martial arts for Gen 5 is for the Board Breaker and I chose business as it doesn't need skills really, Fishing is because I have started to like Fisher Sims, Guitar is going to be hard but it is easy to make friends with it! Writing is just a random last thing. I have left Charisma alone since it will help all the Sims to get their friends a bit easier, I hope. Athletic fits into a few too many categories so it is left for all. Painting and Photography are left for extras as is Inventing, Cooking is for the Founder.
I hope this strategy works, I am going to restart Diana as I don't think she will reach Immortal status, she hardly ever gets any Opportunities and has no friends, she still has to max cooking and she is almost an elder so I am worried.
Anything you might change or does it look like a good plan?