Knowing for certain will have to wait for everything to be settled and released, but it looks to me like this incarnation of skills is more fighter friendly than the last, just with an emphasis on fleetwide skilled carriers as opposed to officered carriers.
The last leadership tree had a hard choice between replacement rate and 15% CR: the CR was better for fighters in most circumstances meaning that the only time I took the replacement rate was in wrapped leadership games. If the 15% CR skill (Crew training) is still around (and I see its icon, no idea if unchanged) they can both be taken so they will stack. And with both of the fighter boosters being in leadership now (cool!) they serve as handy prereqs for support doctrine, which gives combat endurance for another 15% means that unofficered carriers can be at 100% (while being at a DP discount!). If I understand the skill structure correctly, that means that a carrier centric playthrough is only going to need 1 noncarrier skill in leadership to reach the first peak.
This current version I was already using non-officered ships for interceptor support, and I think they are going to get a decent power boost. Bombers I was using an officer (for basically 3 skills: CR, strike, and missile spec. Then some defensive ones to keep the ship alive better but those were more luxury). Bomber damage might take a bit of a hit, but they are going to be replacing faster than they were previously and not require an officer, which is a plus. Reduced damage from skilled enemies stacks on top of that so I suspect bomber uptime is going to be getting better, though as always just throwing bombers at an undistracted enemy will lead to high casualties.