Thanks for all the replies
As for the OP, I would rather save the skill points for something that lets me fight and crush the enemy more easily (instead of avoiding them) for profit.
How about false flag allowing you to backstab?
Say, contact a "friendly" fleet, say hi, and shoot from their back as the very first engage? (Of course, following without shooting won't reveal your identity)
That would DEFINITELY be interesting, say, snipe and run with some nasty phase ships.
I agree with megas, there's probably potential there, but the way the current skill system works, I would never take these skills because that would mean losing out on other much more valuable skills. The skill system definitely doesn't need more fluff, its already a bit bloated with sub-par skills. If the skill system got split into different skill progressions with different types of experience (ie combat/exploration/trade experience unlocks combat/exploration/trade skills respectively) then this could definitely fit in somewhere.
Define "valuable".
There can be a million playstyles and not every skill suits every style. The SP limitation clearly(I guess) doesn't want players to be "all OP and all the same" build in end-game.
You need and must make decisions based on your own playstyle and different skill build allow you to experience completely different game experience.
I'm not gonna say any skill is "sub-par", it just "doesn't suit your own style".
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I do admit skill point is too hard as a cap now and making combat tree almost a no-pick for most players.
I was actually concerned about IW being OP so I actually "nerfed" it intentinally when making OP.
Well, seems not. It's just a suggestion of a skill concept. The "real" IW is much more complex and has much larger influence.
The OP was just a set of example skill showing how this can fit in current system.
For instance, one of the abandoned case was "spying" (well it needs a new mission type to cooperate with).
When two faction are in high tension, there can be "cold war" and both side start giving spying mission, asking you to spy on enemy fleet or planet. (You'll be able to start "scanning" objective at certain distance)
Similar to expedition missions but much more dangerous since now enemy might actively hunt you down, especially you'll most likely enter their system for intel.
Accidental discharge can cause full-scale war, you might need to just surrender upon failing a spying mission.
Now IW skills become "must take" if you want to play super agency style.
Spying scan range +500/ false intel of your own planet or fleet for enemy spy/ hacking comm relay for secret intel(NO SNIFFER) etc
There's just too much to play with such concept.