I'd have to agree about being able to respec, or even partially respec lvl 7 officers, or maybe even found officers in general - it really sucks to find one of the rare level 7 officers, just to have them with a set of skills that makes them worse than a level 5 or 6 officer you could make yourself. Even if it was something expensive like having to spend a story point per skill reallocation, I'd still take it.
Talking about officer RNG, I've been thinking about other points of RNG in the game in general recently. The items and story point uses you've added in this update (like changing officer agressiveness, more officer skill choices, the new items meaning previously undesireable systems can become a lot more viable, adding stable points, missions giving locations for blueprints, etc etc), have been a great step towards this - but despite this, there are still instances of pure RNG that really suck for the player.
The biggest offenders of this in my eyes, are still parts of the colony system that you still can't do anything about - for example, you can heat planets up now, but have no way to cool overly hot planets (Though there is that item that interacts with hot planets, and from it description, certainly sounds like it'd cool a planet while its installed). And hoping that the good system you find, also had one of the domain era system structures, especially the comms relay (Stability is pretty managable these days, but it still feels bad to know you could have had something better but RNG screwed you over. Maybe there could be story missions like the red planet in the future to address this, or some other way to aquire them, even if the it was a 1 time thing.
Someone else has already addressed this before too, but the limited colony boosting 'relics' you can find on the map can also overlap, which can sometimes almost half the chance of a useful system being in the diminished total area they cover.
I understand that the randomness of some of this stuff is to sometimes have the player go 'wow, this system is amazing!' when they're exploring, but when you find something *almost* incredible, and then you realise its missing something you want, and choose somewhere else because of something thats completely out of your control, it doesn't feel great..
For example, in my playthough I found an amazing system with a cryosleeper, and then realised it wasn't in a tap radius (both my taps overlapped a bit, and I settled to inhabiting a sub par system in comparision, because growth doesn't matter past a certain point, but the industry bonus effect is always useful), so that wow moment just turned to resigned disappointment.
Anyway thats just my 2 cents on exploration, colonys, and their RNG currently - I'd be interested to hear what other people think about it in this update.