A serious problem we had with Fate when we started was that, like other RPGs;...well here is the metaphor I commonly use; A veteran soldier in your game should have superior skills to the idiot I was just forced to graduate from his basic infantry course two months ago. PLUS; he should still be a functional human being off the battlefield. if a basic soldier IRL is competant enough in 4-6 weapons to qualify, can navigate, apply an bandage, carry a backpack a long ways, use a radio and still have a good chance of being a decent driver, 10% chance at a trade, 20% chance at knowing computers, and so on; a veteran character, should start with that and build on it.
We found it very, very hard to create a pure mortal who could fight and function out of combat in fate at less that a submerged level and even then there were glaring shotcomings.
Let's take your veteran soldier:
Skill 4: Guns
Skill 3: Fists, Athletics
Skill 2: Drive, [Something Civvie (but militarily useful in support/logistics)], [Something Com-Spec, Mil-Tech, etc]
Skill 1: 2-3 Civvie Skills (at least one of which, and maybe all, have SOME use in the military), + 1-2 Military Skills (maybe with some civvie uses)
2 Stunts for Combat; 1-2 stunts useful in the military AND as a civilian; (maybe) 1 Civvie stunt
He is, frankly, pretty kick-ass on a mortal-only battlefield. He's far from incompetent in civilian life. When he de-mob's, he can go straight into some physical job leveraging off his Athletics, or maybe use Vet's Benefits to ramp up one of those Skill-2 skills (i.e. most ComSpec/MilTech jobs have direct civvie analogues) by a level or two & become pretty kick-ass on the civilian front, too.
Yes, he's in over his head if you throw him into a Submerged game! But then again, the other PC's shouldn't be Submerged, either -- their Skills and Stunts will be on par with his. Even if they're supernatural, his Guns, Fists/Athletics, and surplus of FatePoints should have him holding his own, on AND off the battlefield.
Just out of Basic, he probably looked like:
Skill 3: Guns or Athletics
Skill 2: Athletics or Guns, Fists
Skill 1: Drive, [Something Civvie (but militarily useful in support/logistics)], [Something Com-Spec, Mil-Tech, etc]
1 Combat Stunt, 1 Military/Civilian crossover stunts, 1 Civvie-centric stunt
Yeah, he's relatively "weak" in the Dresdenverse... but one good roll with Guns:3 using an M-16 will take out most foes, even supernatural ones. And this guy is On the Beach! As a civvie, he's not much... hired to do unskilled/semi-skilled physical labor off his Athletics, likely.