Re: the experience gain. I suppose I had not considered that the player is always with bonus XP, because that just doesn't happen in my gameplay. I just don't see opportunities to spend S points as often as I gain experience - unless I'm misunderstanding something, that means that the total S points in the bank have to be very small at any given time, like a max of 4 if always spending 100% bonus items? I must just not be spending enough, or something - the idea of spending 30+ S points by the time I'm halfway through the levels seems wild to me.
Not sure what you're doing different, but I absolutely do always have bonus XP running - aside from very rare situations, usually very early game - and it's certainly no barrier to building up large numbers of story points. That's kindof the whole point of the 100% bonus; you
do get them back (as long as they're not stuck behind a huge pile of other bonus XP).
Say you're level one, and (somehow) have two story points, that you immediately burn for 100% bonus XP each. You hit level two (and four story points in the bank) in the amount of XP it would've taken you to get halfway there without the bonus. Then you re-invest those two story points, and they accelerate your trip to level three in the exact same way. So by the time you're at level 15, sure, on paper you've 'spent' 28 story points on various bonus-xp-generating options... but it's really been just the same two, over and over again, and you've also gained 56 story points in total, leaving 28 unspent.
The same XP total with no story points spent ever? You'd be level 8 instead of level 15, and you'd have 28 story points.
So if you're out of bonus XP, and you see an opportunity to spend a story point on something with 100% return, do it. If need be, salvage some random hulk, s-mod something on it, and then immediately scrap it; that's 100% bonus XP right there, and it gets you your next level faster. (And once you're level 15, bonus XP has a doubled return on investment, so it's still a good deal if you're out.)
But like I said, it's
really rare for me to need to resort to that sort of thing, just from natural expenditures on mentoring officers, building s-mods into ships, etc.
We don't call purchasing an officer at the bar spending 4k credits for a random officer - it's 4k credits for an officer with a specific skill and personality.
I absolutely would call a purchase at a colony buying a random officer. Yes, it's one where the dice were rolled before you decided to buy, but that doesn't mean there weren't dice involved.
As a question: how long does it take people to find officers? Because for me it is highly variable. In some games I find them faster than I find a decent set of ships to put them on; in others like my current one officers are incredibly hard to find.
It does vary some, yes, and if the RNG has decided to curse you then maybe promoting an officer would be worth it. But it's at least as likely for the RNG to decide that you never get any promotion candidates you'd want, too, which certainly doesn't help with the option being generally a bad one.