I had the wrong impression that you still could _not_ swap officers gained over the officer limit of x on ships once you hit your limit (like in vanilla) despite being able to hire more officers with the mod, so I booted up the game to test the functions of this mod, so apparently you can freely switch all officers you currently have with this mod, so that argument, my argument with the officer rotation for different fleet compositions falls flat, except for the money saving part over time x, that is still correct. You break almost even once you hit 13 months and start saving money once you paid the reduced salary for month 14.
you dont need to suspend officers to recruit over cap.
That is correct
you dont save money suspending them. being suspended confers no functional benefit, and costs more.
You do save money after a certain period, you break almost even after 13 months (12 months upfront and 1,3 months of salary over 13 months), so once you pay for month 14 you start saving money... So what is left: You save long term, while I personally really don't care or need that feature, it would or could, in theory, save me a lot of dosh if I find usable officers in the exploration phase, especially if I only explore and don't fight which means I do not need officers, and depending on my mood the (pure) exploration phase may easily take several cycles.
In the end it all depends on the play style (for the current run).

E: fix'd*
E: fix'd2
E3: So in short: You don't need the feature, I most likely don't need the feature but as you and I know, you start saving after a period of time so the feature is not without use, in fact there are certainly people out there who find it useful, and I'd wager the mod maker is one of them.

E33: The feature is also somewhat in line with storing stuff at abandoned stations and I love abandoned stations, at least before I get my colonies.