An interesting combination/variant, is the following:
Have the PC's be on the losing side of a fight early on, and retreat to a long haul "sleeper" ship. Set the early PL level at PL 6, but allow the PC's to be "State of the Art Badasses" with PL 7 cyberwear, nanites, genetic tweaking.
Once they get on the ship, have a nice harrowing escape to the jump point. The engines run at 2.25 C max, and the ship jumps "The Wall" and away they go. Unfortunately, the ship is preprogrammed to sail over 500 light years to a colony. There's NO way to undo this autopilot, it's hardwired in and everything.
So, the only choice is the cryo-bays.
Now, unknown to the PC's, as they sleep the sleep of the dreamless, tech progresses rapidly in the next 10 years, with new FTL drives coming out, and 50 years after they have entered sleep, slavers jack the ship.
The PC's wake up, cold and confused, suffering from cryoshock and sloppy awakenings,, to discover that slavers have taken over the colony ship. But, they don't recognise what the PC's have for capabilities, and let the fight ensue.
That lets them take a ship, legitimately by most legal standards, and off they go.
Not only do they have a new ship, but a new universe to explore.