Assuming you want to optimize a character for something in WFRP 2e, how do you go about doing it? The first thing to realize is that it takes much longer than in WFRP 1e, for two reasons:
1 - Advance is in slower increments, i.e. in +5 jumps rather than +10 jumps. This is the more obvious of the two.
2 - You can only go to and through advanced careers in WFRP 2e by completing all the advances in the preceding career. This is a massive change from WFRP 1e. The latter effectively says pick the advances and skills you want. WFRP 2e says in order to pick up the stuff you do want, you are going to have to pick up some stuff you don't.
So getting to optimize a specific characteristic is much harder because you have to complete careers, and all careers are much more similar in terms of the number of advances and skills than in WFRP 1e. What you don't have to do however is take the same skill multiple times: you can if you want, but you don't have to. What you are looking for, therefore, is the most duplication of skills and advances as you go on the identified career path. Not only is it longer, it is much harder to work out.
Weapon Skill. To optimize Weapon Skill, you need +40 in advances plus the Warrior Born talent. You also need to be a Dwarf. The careers which have the necessary advance are Champion, Daemon Slayer, Grail Knight or Grandmaster. Since you are a Dwarf, you don't care about the latter two, it is Daemon Slayer you want via Troll Slayer and Giant Slayer. For everyone else, Mercenary, Veteran, Champion is the way to go.
Ballistic Skill. Again, you need +40 in advances plus the Marksmanship Talent. Only two choices here, Champion and Targeteer; and Elf and Halfling are the better races to be. The optimal route is clearly Hunter to Targeteer.
Strength. You need +30 and the Very Strong talent. You can be either a Human or a Dwarf, and go for Daemon Slayer (via Troll Slayer and Giant Slayer) or Grail Knight (via Knight Errant, Knight of the Realm, Questing Knight). The latter is also a slow route for Weapon Skill optimization.
Toughness. You need +30 and the Very Resilient talent. Same career pairing as for Strength, but this time it specifically pays to be a Dwarf, so Daemon Slayer is the best option.
Agility. You need +40 and the Lightning Reactions talent. So you need to be an Elf or Halfling Master Thief. Go there through Thief and Cat Burglar.
Intelligence. You need +40 and the Savvy talent. And you need to be a Human, specifically an Ungol female, because the career with the highest Intelligence seems to be...Hag Mother?(!) This is basically crazy and pretty much an epic fail of design. However, get there through Wise Woman and Hag Witch.
Willpower. You need +40 and the Coolheaded talent. Wizard Lord, Ice Witch, Runelord are your choices, so anything but a Halfling will work. Ice Witch looks by far the quickest (Apprentice Witch, Ice Maiden, Ice Witch).
Fellowship. You need +40 and the suave talent. The Ambassador. Seems reasonable! Lots of broadly similar routes, but Village Elder to Politician to Noble Lord to Ambassador looks possible here. Whatever, you should be a Halfling though (I can't recall if Halflings can be Village Elders in the sense of the career; but if not, there are lots of roughly analagous Basic careers which work very nearly as well). I don't think this is quite a strong a fail as Intelligence, but 'Halflings, master diplomatists' is pretty jarring in terms of world-building.
Attacks. Unlike in WFRP 1e, where Assassin was THE choice for maximizing attacks, and thus combat power, there are a ton of options for getting (the maximum) two additional attacks in WFRP 2e: Assassin, Captain, Champion, Crusader, Daemon Slayer, Faceless, Ghost Strider, Grail Knight, Grandmaster, Judicial Champion, Killer of the Dead, Knight of the Inner Circle, Knight of the Raven, Outlaw Chief, Questing Knight, Scourge of God, Sea Captain, Warleader, Witch Hunter. I think the best choices look to be Marauder to Warleader, and weirdly Village Elder(!) to Faceless or Outlaw Chief. You are looking for a Basic career to an Advanced career with 2 attacks in a single jump, essentially.
Wounds. Not quite as many as for Attacks, but still loads of choices: Champion, Crusader, Daemon Slayer, Grail Knight, Grandmaster, Knight of the Inner Circle, Knight of the Raven, Scourge of God. Perhaps Monk, Friar, Flagellant, Scourge of God is your way to go here, if you want to solely optimize on Wounds (you don't want to do that of course, you want to be a Daemon Slayer; or if you don't like Dwarves, a Grail Knight; or if you don't like Humans, a Champion).
Movement. This isn't a matter of careers really, it is a matter of being an Elf, and acquiring Fleet Footed and then Flee! You can get the first from being a Vagabond or Woodsman, then get the second via Agitator, Anchorite, Carcassonne Shepherd, Camp Follower, Charcoal Burner, Ex-Convict, Gambler, Grave Robber, Horse Coper, Lamplighter, Peasant, Rogue, Servant or Slave.
Magic. Runelord, Ice Witch and Wizard Lord are your choices (again) here, so anything but a Halfling again. Ice Witch is again just better (on the assumption that the magic traditions are more-or-less of equal value to you).
Optimizing is harder in most senses in 2e rather than 1e - not least because there are more possible routes and you have to navigate them much more slowly. That said, there are some real power careers here. Daemon Slayer is unbeatable for combat types; with Grail Knights and Champions a decent choice if you didn't want to play a Dwarf. Ice Witches are by far the best magic users. Targeteer and Master Thief can be reached quite quickly to fill in those niches. Ambassador is a very reasonable choice for top of the Fellowship tree, but it takes a while to get there: Hag Mother is a totally unreasonable choice for top of the Intelligence tree, and it doesn't take that long to get there. I can't help noticing that a couple of the out-there choices come from Realm of the Ice Queen.