I think for frigates/wolfpack officers, some combination of target analysis, field modulation, energy weapon mastery, gunnery implants, ordinance expertise, combat endurance, and systems expertise.
I think field modulation is my only must-pick (on frigates) since it's the only good survivability skill for them. After that it's more a question of which 1 or 2 of those to not take for me. I personally also love elite gunnery implants on frigates to win the ECM battle.
Makes sense, I can have 10 officers now then myself. I'm also 1 point away from the support doctrine for my un-officered ships. Which 11 ships would take priority for my fleet for being manned. Toned it up a bit to...
2x Medusa (1x Heavy Blaster, 1x Ion Cannon, 2x Light Dual Autocannon, 2x PD Laser. 14 Caps, 15 Vents and SO)
2x Hammerhead (2x Assault Chaingun, 2x Railgun, 2x Light Dual Machine Gun. 4 Caps, 7 Vents, SO, and Hardened Subsystems)
3x Hyperion (1x Heavy Blaster, 1x Heavy Machine Gun, 1x Ion Pulsar. 0 Caps, 8 Vents, SO, Hardened Subsystems, Extended Shield)
4x Scarab (1x Anitmatter Blaster, 1x IR Pulse Laser, 1x Ion Cannon, 2x Swarmer SRM Launcher. 4 Caps, 10 Vents, SO)
6x Tempest (1x Pulse Laser, 1x Sabot SRM, 1x LR PD Laser. 6 Caps, 6 Vents, SO, Extended Shield)
3x Omen (1x Anitmatter Blaster, 1x IR Pulse Laser, 1x Breach SRM. 5 Caps, 10 Vents, Hardened Subsystems, Accelerated Shields)
2x Colossus
2x Dram
I also currently have like 25-30 story points banked up, haven't used any on ships yet.
I'm telling you, mix 2-3 of these bad boys into your fleet and they'll do you proud. They'll either outright kill or force just about anything to drop their shields.
This is the idea at its bare minimum, they get substantially scarier when you get the proper armor skills and elite target analysis.
Sorry I think I missed your response before. Those do look interesting. Currently my fleet doesn't have any issues with pirates. I could see those for an alternate in the early game for getting the ball rolling though. Looks like it'd be fun to pilot.