As one of those older players who's recently returned, though not one who's been around long enough to amass 45 bazillion XP, I'm in full agreement with Kinaed. When I played before, the asset system didn't exist. Granted I also never used purchase silver, and at the time roster assets were free (perhaps that could be addressed, Kinaed?), my characters did well enough for themselves when they were about. Of course at the time the concept I had in mind for them didn't require I stockpile silver, but that was just me. I don't notice it being any harder to get into the game now than I did then.
If anything, the introduction of the asset system benefits newer players now more than the old system did, as unless you happened to come back during the time when you could pick up assets for free while the system was rolling out, you went from whatever your weekly class income was plus whatever other income you had--be it from a roster spot or something else--to a flat 0. Admittedly that was part of the reason I decided to liquidate my older characters--the other part being it'd been an age since they were active in RP.
My only suggestion would be for staff to possibly consider making roster assets free to obtain, as they were when you required staff intervention to be set up. As a newbie to TI, my first ever character did not join a guild, but instead took up a roster spot. In doing so, it allowed me to still get in some quality RP, learn how the game works, generate XP, and still have an income to rely on. Obviously if you want to DIY, then put up the XP and live with the result, but then that's your choice entirely. And if a newer player wants to do that, they've hopefully read the relevant info and are aware there's a cost to it. If they're still fine with proceeding down the path of DIY, I see no reason to stop them... but I see no reason to juice up the starter XP either.
As for the choice of assets versus skills, again I'm going to disagree here. If you have an income coming to you, then you have the ability to pay someone to teach you ICly whichever skill(s) you're interested in learning (translation: more rP for you). The XP from that RP would offset the XP you're spending on gaining the skill, and there's even a little something in it for the one doing the teaching--everyone wins.
TL;DR: I see no reason to implement a code/policy fix for something that 1: is entirely the player's choice and 2: is easily handled by existing methods, both IC and coded.