They are also the ones who facilitate all enhancements made to
1) Bio-Tech weapons
2) Biotics
3) War Mounts
4) Wing Packs
5) Host Armors
When
1) a Packmaster is ready to enhance his Gorehounds
2) a Dreadguard has Bio-E to spend on her Host Armor
They go see a Geneticist to schedule the upgrades.
Although Gorehounds are not explicitly mentioned in the 5 examples of 'facilitate all enchancements', perhaps they fall in with War Mounts? It's all souped-up animals after all...
Anyway, Geneticists DO get a huge amount of Bio-E every level of experience... but not enough for me to think that only a minority of Geneticists could account for all the Bio-E being spent on upgrades (not to mention base equipment) for all the different OCCs out there.
The best way to calculate this may be to go based on average amounts. Just to get an idea.
They get an average of 45 bio-E each level to give away.
Now let's look at the other classes who utterly rely on them... and let's just look at their per-level upgrades. Let's ignore the starting costs (or replace-after-destruction costs) because they facilitate all 'enhancements' so it could be that Gene Pools provide the Bio-E for the initial items (even the ones who get extra bio-E to begin with)
1) Archangels cost 12 Bio-E each level
2) Biotics seldom exceed an average of 41.5 every 3 levels, or 13.93
3) Dreadguards cost an average of 25 Bio-E each level
4) Outriders cost an average of 21 Bio-E each level (12+9)
5) Packmasters cost an average of 25.5 Bio-E each level (that's assuming they have to split this as a pool amongst their Hounds and it isn't per-hound)
6) Roughnecks cost an average of 11 Bio-E each level.
I'm not sure what the ratios are supposed to be, but it seems like places would need to be chock-full of Geneticists to support these populations, unless Geneticists level-up at a faster rate than other OCCs to compensate (and I'm not sure why they would, if anything they seem like the less-adventurous type who would level slower).
The 45avg Geneticists can support 2 big guys (an Outrider and either a Packmaster or a Dreadguard), or perhaps instead support the upgrades of 4 Roughnecks (costing 44) or 3 Archangels (36). They can't actually support 2 Packmasters or 2 Dreadguards though, the cost is too high. They could support a trio of Biotics' moderate upgrades (42) too.
Things would work out just fine if it Geneticists were 50% of the population of these 7 Bio-E related OCCs but that really would put the culture in an interesting perspective.
About the only saving-skew I an think to put on this is relying on the 'reduction on Bio-E cost' research technique they can use. This would allow us to lower the amount of Geneticists required to keep up with all the improvements that OCCs demand.
Another gruesome possibility: perhaps there is never a high net amount of Geneticists... but rather a large turnover. It's easier to level-up at lower levels anyway, right? High-level Geneticists would not produce as much Bio-E per unit of time since it would take longer and longer periods to reach a new level and get new Bio-E...
Perhaps Geneticists are prone to killing themselves (depression over getting mutated into ugly forms by being in Gene Pools) or being killed by angry impatient warlords (YOU ARE GETTING SLOW, I WILL REPLACE YOU WITH NEW BLOOD) or they get eaten as FUEL by carnivorous suits...
This makes me wonder... if there was such a turnover of Geneticists... it might explain why there might not be a world flooded with Homunculi. Although lots of Geneticists cycle through THE WHEEL to produce the Bio-E needed, most may commit suicide or get killed by brutal warlords before they can reach level 5 to be able to begin nurturing a Homunculus.