But your new bonuses have anything to do with surveying. Those are sensor skill bonuses, and there are already skills that buff sensors. You are slapping unrelated bonuses on pointless skills to make them interesting.
Really, spending skill points so you can click a button on a planet and get a pittance of cash isn't interesting (and everything is so cheap in the game so who cares?)
Survey and salvage rating skills should be dropped (for the player).
Instead, both surveying and salvaging should be accomplished with both/either:
a) Specalist officers who have either surveying or salvage skill, and who levelup to better levels of the skill by performing the actual task (not getting xp from combat), and whom you can dismiss when you're tired of them to make room for other officers.
and/or
b) Specalized ships (like the salvage rig) that actually improve your survey hazard rating for survey, or your salvage difficulty rating.
This was probably considered and abandoned during development for some reason (something like "oh, it isn't fun to make the player have a special ship to do a salvage"), but it turns out to be actually the superior way to implement. Here's why:
The player's role in starsector is about managing fleet logistics, navigating the campaign map, and fighting.
It doesn't make sense to have them invest skills in things they, the player, don't personally do. Things that have no more gameplay depth than clicking a button to make a task happen.
The player doesn't actually salvage. They click a button and their little spacemen go salvage.
The player doesn't actually survey. They click a button and their little spacemen do a survey.
So why is it a player skill at all?