Originally, after hearing that 0.95 changed the character tree i was excited, however my excitement was gone when i realized that the Tree is now less impactful, and the things i didn't like about it stayed.
1-I hate that you have to take some irrelevant skills to get what you want, it doesn't make sense that i have to take some "frigate" skills to unlock "officer" ones, i highly recommend adopting a new character skill-tree philosophy, one that has more selections and each selection path is always centered around 1 specialization, (example: you can start with weapon damage skills and these will only focus on weapons and their damage until the end of their specialization sub-tree) i also prefer a wide selection of in-depth options (some with big downsides) as they can provoke thinking.
2-The bonuses from some elite upgrades are just a waste of story points, 1% ECM bonus for an elite upgrade on a capital ship with Gunnery Implants? just why...
3-Some skills are completely broken one some ships and useless on others (example: Ranged specialization on Paragons), i don't believe that having upgrades that allows few ships to break the balance of game and be useless on others is a good thing as it pushes you to focus on that 1 broken combination until you steam-roll the game.
4-The new tree is Less impactful overall, some skills punishes you for having bigger fleet (why?) isn't the whole point of progressing a camping run is to have a bigger and stronger fleet ? why should i feel punished for it ? i feel sad for the flux skill which is just a shadow of it's former self.
My advice:
I think the game needs a Bigger skill tree, one with less bonuses per skill and distributed across many selections, the tree should contain many sub trees where each one specializes in a specific thing and only that thing, and you can start progressing with each one at the very start of your camping, higher captain level (at least ~60) and game changing super skills that can be allocated at the very end of every sub-tree which improves something and weaken something else (example: increased damage at close range but reduces it at long range).
Note, i still didn't do a gameplay run for 0.95.1a and i know that some skills got changed/replaced, however i know that most of my concerns are still in the tree so i decided to write this post.