One s-mod that is mostly lame to s-mod is High Scatter Amplifier. +5% damage for a hullmod that is hard to justify using in the first place.
Yeah but HSA is not a very cheap hullmod. Generally the cheaper ones get better bonuses, and Solar Shielding is cheap.
I am now vaguely curious as to what your typical skill spread looks like since Leadership 5 still leaves the possibility for up to 10 combat skills, or up to 8 if you want combat skills from Technology and Industry. Those numbers only sound low in comparison to the maximum of 13 combat skills (which I personally do when soloing with my flagship). I'll note even just Coordinated Maneuvers and Crew Training are solid bonuses to nearly any flagship (okay not so much Coordinated Maneuvers and an Onslaught, but still).
Ok so my average run has these skills:
Helmsmanship - Impact Mitigation - Field Modulation - Target Analysis - (depends on flagship) usually Missile Spec
Crew Training
Navigation - Gunnery Implants - Flux Regulation
Bulk Transport (Field Repairs for low tech runs) - Ordnance Expertise - Containment Procedures
This only makes for 12 skills but depending if my flagship is low tech (midline) or high tech, I go for Ballistic Mastery, Damage Control and Point Defense, and for high tech ships I double back to the Tech tree for Sensors, Energy Weapon Mastery and Electronic Warfare. I sometimes take Coordinated Maneuvers but other skills seem meh to me if I don't plan going full Leadership.
Tactical Drills is worse Crew Training, I don't need more officers and I don't use carriers much.
EDIT: As it's known to most players, the best skills are actually in other tiers. Ordnance Expertise is a godsend on capitals bristling with guns that need to squeeze the most of their flux.