Part of my issue with the skill system is that of the specialisation "fields", only combat has a cohesive theme: better player ship performance.
The other 3 don't. Command offers a wide range of buffs, affecting combat converted civilian ships, frigates, carriers, officers, colony bonuses and ground operations.
Technology offers strategic layer improvements (speed and sensors), individual ship performance gains and outfitting benefits.
Industry offers cargo, salvage, individual ship benefits, supply/fuel consumption reductions, D-mod nullfication/benefits and colony bonuses.
Technology is okay, if a little scatter shot right now, but the other two are just all over the place with the benefits they offer. Add in the mandatory loop through if you want to get 2 perks on a tier and I don't feel specialised anymore. In command you have to pick up the combat conversion of civilian ships perk. In industry, you have to pickup both D-mod skills, that cancel each other out.
This might be okay if there were more fields added, the two worst offenders in the scattershot problem (command and industry) are also the areas that have gained the most skills over the versions, hence that might be why they feel more scattered in their offerings than combat and techology. Maybe some of this issue could be alleviated with an "Exploration" tree that takes skills such as navigation, sensors, better salvage, supply and fuel reduction and other skills are reshuffled around to a field that better matches them (combat converted civilian ships being a prime example).
But right now, Command, Technology and Industry don't feel like they build a character who is a specialist. They build a generalist character under the label of "specialist".