What's "All the best skills"?
What "tough" decisions did you ever had to make in .95?
I'm legit curious.
In .9 I
always took: Loadout design 3, officer management 3, fleet logistics 3, electronic warfare 1, thats 16/40 skills (including 6 dead aptitude points) that never change. I think if you didn't take these skills, you were straight up handicapping yourself.
then I would almost always take navigation 3, gunnery implants 3, Power grid modulation 3, fighter doctrine 3, sensors 1: another 13 skills that I would say were there 95%+ of the time, so 29/40 skills didn't change 95% of the time.
The last 11 skills would be some combat skills, usually something like (2 dead combat aptitudes), target analysis 2, defensive systems 2, evasive action 1, impact mitigation 1, coordinated maneuvers 1, combat endurance 1. I also might shuffle skills around to grab stuff like ordinance expertise 3, evasive action 3, impact mitigation 3 etc. The variation was just deciding which combat buffs to take basically, or maaaaybe going for colony skills, although that always felt terrible since I had to make combat much more boring by not taking combat skills to do that. Most builds didn't differ by more than 3-6 skills usually.
In the end I usually modded the level cap up a bit so I could take saftey procedures 3 entirely for free emergency burns, which I consider a huge QOL factor but entirely not worth 6 skill points if I am taking nothing else in industry, and then sometimes I would mod it even higher to take colony skills and maybe QOL salvaging skills, but those were definitely unnecessary IMO.
In .95:
I would say for me, I always take tech 5 and combat 5, although there are a lot of smaller variations within that, and then the biggest decision to make is whether to take leadership for officers and wolfpack, industry for QOL/derelict contingent, or wrapping tech. Those are the big playstyle altering choices for me. Then within those choices, there's lots of little decisions between skill pairs that are interesting to me. I'm not claiming that that's an acceptable amount of choices, but in the last patch, there weren't really any big choices for me, it was just small permutations on a standard build. Even just having a few big choices that totally change how I play feels more enjoyable to me. In the old system, I would never have to choose between something like extra officers and extra s-mods, I would just always take both. Now there are a couple different major builds that can't be combined which makes for difficult and interesting choices IMO. I would definitely like to see better skills added at industry 5 and leadership 5 so that I feel compelled to drop tech 5 or combat 5 sometimes. It's also possible future colony developments will make colony skills more useful, but I think having 4 of the 8 tier 5 skills being colony skills is too much.
Personally I (and at least a few other people) would be considerably happier if the system focused more on 'to get this really cool thing you have to give up on this other really cool thing' and less 'to get this really cool thing you have to spend a ton of skill points on things you didn't want to begin with'. More 'choice of prize' and less 'tax'.
I guess it's kinda a matter of perspective, but I think of choosing between trees as the 'to get this cool thing you give up this other cool thing'. I view the set of buffs from taking 4 or 5 points in a tree as one option, rather than seeing it as 4-5 separate options, and I happen to get to make a few minor choices between some of those buffs, but the core decisions are which trees to go for. I'm ultimately picking between combinations of tier 4/5 skills and getting a few side benefits along the way.
I can definitely understand people not liking the feel of taking bonuses that don't want. I definitely wouldn't be opposed to adding a 3rd option, especially at the lower tiers. I think that would increase the chances of people finding low tier skills they like on the way to big juicy skills, and also make wrapping more feasible.