Alrighty. I've been asked to weigh in here (thank you for asking unnamed person

), and I shall.
As I see it, we are discussing two issues here.
The first is roleplaying beyond what is possible in the game world, stats aside. This one's easy: you can't do it. There is no glyph that can resurrect someone from the dead, so you can't pretend to resurrect people from the dead. Now maybe if the devs said, "we're gonna add a glyph to resurrect people from the dead..." it might be acceptable for a little while up until said glyph is actually added (my response to this sort of thing would depend on the case), BUT in general, if something is outside the current settings (and not planned for implementation) you can't roleplay it!
The second issue is the correlation between roleplay and stats.
In an ideal (read: "finished," though it never will really be finished) Planeshift world, your character should not be even a moderate cook if your character has 0 points in cooking. HOWEVER, we don't live in that nice world. SO, stats are more like guidelines than hard-and-fast rules. I mean two things by that: first, if you roleplay putting some time into cooking, or if there's cooking involved in your backstory, you can roleplay being a cook! Second, stats that do exist in the game can be taken more liberally than they normally be. For instance, a person with only a few points in Red Way magic could call themself a decent Red Way mage. However, someone with 50 agility should not be outrunning someone with 150 agility. Yes, I know speed isn't actually based on agility right now and I'm not saying that in day-to-day life you should make your character walk slower if you only have 50 agility, but in a situation where speed matters, you can't just ignore your stats completely and make it up. Roleplay is acting and adopting a role within a framework; that framework is the game engine. Because the game engine is unfinished at the moment, you can fudge it a bit, but you can not ignore it completely. Without rules, all is chaos (no pun on my name!).
To address a few of the specific issues that came up:
Bilbous: very interesting idea, but it requires FAR more GMs than we have and they need to be full-time (paid) GMs, and that is a path that I doubt Planeshift would take (though I'm not a dev, so don't take my word as gospel).
Eldoth: I think things like GMAI are planned for the future (well, DaveG did say he wanted the engine doing as much as possible so the GMs aren't needed for events

). Just don't hold your breath.
Regarding the suggestion to roleplay a weakness: It's an interesting idea, BUT don't just add a weakness to your character. Only do it if it makes sense. Your character shouldn't all-of-a-sudden be afraid of heights; maybe your character will fall (or fell) from a high building (happens all the time in Planeshift, right?

) and broke a leg: that's a reason to be afraid of heights. Remember, you should always have a character framework, a core set of things that make your character your character... mmm, I'll make a little flow chart...
|--------------------------------------------------------------------------------------------------------------------------------------|
|-> History (explanation/reasons behind the core character; this constantly expands as you develop your character through roleplay)-> |
Core Character (this is the most important part of your character: personality, hopes, dreams, reasoning, morales, ideals) -> |
Actions (what your character does because of his/her Core) ----------------------------------------------------------------------------|
Note that's a loop... (if you couldn't tell from the funky arrows).
One final issue I'll address before I finish... try not to separate roleplay and "powerleveling." Training your character's skills can be roleplay! I know it's hard to do this at the moment with the engine as it is, so I'm not saying
never separate roleplay and training. But if it can work for your character, try to do both at once. Now that I've written a little novelette, I think it's time I went to bed. Let me finish by saying that I am one person with one set of opinions. This post is based on the way I think roleplay should work and explains the method I personally (just me, not necessarily anyone else) will encourage in Planeshift. It's not the only way, and it may not be the right way for Planeshift (though I do like to think it is

). So ,take my comments with a grain of salt.

EDIT: General touch-up, i.e. diagram, typos, etc.