Like any purely point-buy, skill-based system, it's extremely susceptible to powergaming, min-maxing, and other abuse, especially given the huge number of supplements available and the large amounts of edges/flaws.
The fact that a lot of stuff that'd be handled by Wisdom and Charisma in D&D all gets rolled into INT doesn't help the balance either. INT is used for everything - environmental awareness, keeping one's cool in battle... Under the basic rules, it's hard to make an absent-minded scientist, anyone highly intelligent has the situational awareness and senses of a fighter pilot.

They do suggest alternatives in some supplements, but I don't think there is a codified system for it.
Kind of getting off on a tangent here, but I also don't like the reccommened power level for starting (100 point + 35 points of flaws) characters, which every GURPS GM I had insisted on... I can't even build myself (a large, fairly strong guy, above average manual dexterity, good health, a degree from a good university, a scientific education, a smattering of other skills, and no debilitating flaws (in GURPS, physical flaws are often crippling and most mental ones make you a nutcase, what most of use have are 1-point
quirks) that could subtract from the point total), never mind a heroic character I'd want to play. It's quite a change in that way from D&D, which definitely emphasises above-average individuals.