Yeah that's fine. But would it be better with linear growth, or is that impossible? It's possible in all previous editions of Necromunda, but for some reason I get the feeling that since it now is all about arbitrator, balance is both impossible and unnecessary. Because why balance when you can make random adjustments every game?
'Balance' in of itself is a very interesting topic in tabletop wargaming. Usually, games that aim for as close to balance as possible do so because there is intent to create a competitive tournament scene.
Linear doesn't make it balanced. N95 and the NCE are not 'balanced'. Any fighter in your gang can end up with any stat increase or any skill, all options are available.
The linear argument appears to be because of the experience ladder. Gangers still follow a similar idea in that every 6xp they roll on their own table, but it's limited unless you are lucky enough to roll specialist.
XP is harder to come by too. You only get it for directly causing a fighter to go out of action, rallying or completing tasks in a scenario. You can get those even when losing a game.
Scenarios, in any tabletop game, should give players different challenges. A simple take and hold mission, for example, could force a usually defensive player to consider how to assault and then hold an objective.
N17 does this superbly. You can try to win by forcing bottlechecks but that can be a dangerous gamble, and in many missions it'd mean missing out on xp rewards for certain actions whilst the loser could get away with more loot.
Ultimately, balance, in any version of Necromunda in terms of ratings of gangs, only becomes an issue if the arbitrator isn't doing their job.
N95 was around for 10+ years before the living rulebook which is essentially the NCE. It is known to be unbalanced, but still loved despite that.