Its interesting to see how people agree that Tech is the best, but argue about the worst one
Maybe just remove Tech (while integrating its bonuses into mechanics in different ways)?
I mean: we alredy get abilities like Transverse jump from the story, ECM is cancer, EWM and gunnery imlants could be moved to Combat, flux bonuses... if the game is balanced around them, why they even exist? Automated ships can be done via story points...
Also:
- combinations of skills give you extra bonuses. I mean: skill A gives you one bonus, skill B gives another one. But both A and B give you both and something extra. Fleetwide bonuses for phase ships from Tech could be transformed into this.
- more meaning for character's background. For example:
-- you was a scientist? Get more access to things current Tech line provides, but lower combat and leadership abilities (Or a cap for those line. Something like: Combat Cap 3. You can take Combat skills up to 3 tier for 1 skillpoint per skill. Anything above costs you 2 points per skill). And Ludds hate you.
-- you was a salvager? Better starting fleet (Apogee etc.), know where to look for stuff, good at repairs
-- Hegg officer? Good combat skills and some leadership skills, funding, but get missions you have to complete.
etc.