Skillchips are a fine solution to this imo.
It strikes the balance of being able to soft/hard-lock people out of jobs outside of their speciality, but unlike trainable skills still allows people to get a job change at the HOP when needed or allows enterprising antags to fake a job.
The exact capabilities can be added to over time once the basis is implemented.
The difference is that SS13 is more set up around the crew. Green shifts happen (often), and the implication that MRP crew are supposed to have is that antags are very unlikely, which is why it starts off on green alert.
Jobs here are not mini-games, they’re deep and fun in and of themselves. Among Us is simply not able to replicate it due to the sheer amount of effort it takes to build an interesting and satisfying game loop.
This again refers back to the previous point about the jobs themselves being interesting, and the antags just adding to the experience instead of being the entire thing.
People enjoy their job and the roleplay they get whilst doing it. An antag murdering them takes away from the enjoyment of their job much more greatly that it does compared to dying in Among Us, which is full of tedious mini-games whilst you run around paranoid and scared always. To keep playing your job you want to be alive, which is why players prefer to not die instantly.
Also time spent dead is far longer in SS13 than Among Us, so it’s only natural to want to have a better chance of surviving combat.