Anyway I'm eager to figure it out. I kind of knew what I wanted to play but I wasn't entirely satisfied with what I had built on the fly. The basics were all good and I felt at one with the setting, however I had no idea about how the aspects I had jotted down would get me the character I wanted to be playing. There was a disconnect between the aspects and what I saw my character doing. The skills I picked were better but I must admit I chose them more to match expected challenges I'd likely face and less to provide a dynamic character story. I know it was problematic as soon as I finished and when everyone in the group was reading of similar list of high skills like alertness, resolve, stamina I could see they were doing it too. Experience with other games has prepared us to maximize our mechanical skills over designing characters based on a narrative arc.
So I used the framework of the character story I had, the setting material and the inter-player connections, and started writing a first person narration. That was even more fun than the quick build (but it couldn't have happened without that short outline). I found that the extra room of the narration really filled out the character in a way that a couple quick short paragraphs and shoe-horned in aspects and skills did not - especially for planning the character's arc. I am certain that there are people that can do it that way, quick thinking thespian sorts that can come up with a complex persona in a few lines but I had really mull things over and let the character emerge. I found the character telling me most things I wanted to know about their motivation, their skills and what level of skill they had from the narration which I think is the way it's done. If you've played FATE before you probably trying to figure out what my problem is since it's all clear and understandable to you - well piss off because it wasn't. I just had to work through it myself.