I did have a question, why was Continuous Repairs made to be so much worse than Hull Restoration? It seems nearly impossible to get rid of D-Mods with Second In Command Installed, nor is there a good way to avoid accruing D-Mods ( Given the general increase in difficulty of opposing fleets, avoiding casualties is considerably harder). So if you are playing in large encounters, which you will be, recovering your destroyed ships is almost not even worth it because there's no way you can get it into an operational level, it's just better to strip it and scrap it and buy a new one. Is that the intent of the second in command mod?
Because Hull Restoration is way to good, and would just limit peoples choices when using the mod. I dont think Dmods become unmanagable with SiC, first because as Phenir mentioned, the dmod chance reduction does actually reduce the dmods you can quite a ton, and combining that with just repairing the few ships that gain to many dmods works pretty well. For playstyles that inevitibly get way to many dmods, you can use Improvisation to make good use of it (Stuff like Fleets full of Reckless/Fearless Officers/AI cores).
I also personaly like D-Mods being more of a thing with Second-in-Command, in vanilla, due to Hull Restoration, they are just almost not a feature at all. I think playing with SiC makes you notice that most dmods, especialy when you just have 1-2, arent actually that bad at all. I do wanna see if i can solve peoples issues with the dmod overlay/hope alex improves it a bit, but will see.
Okay, so that is the intent of the mod. I'd probably disclose that up front since that's a massive change from vanilla and the mod already makes enemy fleets far tougher than vanilla additionally so losing ships and getting D-Mods happens far more often as well. Either way I don't believe the changes fixes the centralization of the skill's issue, if anything it makes it worse since it's still affecting a random ship at a very rare rate which means you de-prioritize destroyers and frigates. The protection against D-Mods was more than halved going from 90% at the maximum to 60% at the maximum (an effective decrease of 75%) and 75% at minimum to 30% at minimum (Well in excess of halving the effect). More than halving the protection from d-mods is pretty extreme. Additionally, the implementation of needing to destroy
6 Onslaughts (plus their brand new officers) to remove a single hull mod is laughably disproportionate, especially since it's still random so it's 6 onslaughts to remove a
single d-mod from a
single frigate.
Will comment that the "killing X DP of ships" effect also feels like it should be in the Piracy XO tree rather than starfaring (since starfaring is in every other case about maintaining your stuff and finding new stuff, not fighting other fleets). If you wanted to make the effect itself more than a foot note I'd make it remove d-mods based off the size of the ship, something like "Every 240dp removes a d-mod from a capital, every 180 removes a d-mod from a cruiser, every 120 removes a d-mod from a destroyer, every 60 removes a d-mod from a frigate" or something to that effect. That'd play into the pirate more aggressive playstyle versus starfaring's much more casual one.
Minor tangent here, but I feel like your automation XO's abilities for like repairing and such should benefit the entire fleet... which would reduce dependence on the starfaring XO you dislike people choosing.