I agree with this, because I am sick of piloting a weak ship because I need to take fleet skills to be optimal while officers get all of the fun stuff.
It is not just combat and campaign, but personal combat, fleetwide combat, and campaign, and there are not enough points (thanks to empty aptitudes) to get two of the aforementioned out of three, let alone three out of three.
Even if I do not care about campaign stuff, there are too few points to juggle personal and fleetwide. Since most personal skills are weak and some replaceable with more Officer Management, skills tend to go toward fleet or campaign.
Fleet Logistics is one of the best skills in the game, with 3 being #3 perk behind Loadout Design 3 and Electronic Warfare 1. The problem, it interferes with Damage Control. Damage Control 1 is a dead level if player wants Fleet Logistics, but Fleet Logistics is a choice pick where all of the perks are useful and powerful.
Also, Electronic Warfare 1 is a "get this skill to not have a major handicap" against some recurring late-game fights, unlike Loadout Design 3 which players get to unlock more fun stuff.
P.S. I really want Navigation, but I never take it due to lack of points. Everything point I spend must have some use in combat or I do not want it. Rather, I want it, but not enough to sacrifice combat power. Also, some skills may blur campaign and combat. Safety Procedures in Industry. That might help with campaign (I think hazard mitigation and EB bonus at 3), but I only get it for the combat stuff, namely half malfunction threshold and half D-mod penalties.