I think the Industry tree is kind of a problem, cause I feel like it's pretty much mandatory to take logistics skills. That said, I do tend to explore a lot.
Halving fuel and supply costs is insanely useful for expeditions, to the level where it feels like I have to take them. Extra storage is also good but isn't really vital. Hull Restoration is cool, but I feel like it only really feels important when playing modded, with all those bounties and unique exploration ships floating around. In vanilla you can replace all ships except like 1 so it's not a big deal. The planet governing one is also very useful, it's not vital but it is another one of those skills that you can't really replace, it's the only way to govern +1 world without using AI cores IIRC.
I think it mostly comes down to what only you can do as opposed to an officer. Only you can take logistics skills while combat skills can also be used by AI officers.
Early Industry is fine for combat. Tier 1 Industry does nothing in combat, but tier 2 industry combat is strong, which makes up for non-combat tier 1. For high Industry, Derelict Operations may be strong enough for compensate for non-combat tier 3, but Hull Restoration definitely is not.
Industrial Planning is very convenient for a no AI core run. Aside from +1 to commodities the player will likely need, it also boosts how much the player can build in a month. (Not so great when player has locked in his final fleet or the ships he wants cannot be built.) IP on player means four to six planets have +1. Without it, only 3 planets do (from IP admins), and the player can only afford IP admins late when colony income is high enough to support them. Still, it would be nice if IP (and other tier 3 yellow) had some direct in-combat powers for the fleet.
Hull Restoration is convenient, but for campaign purposes, it is useful mostly for d-mod prevention when ships die (which is not as good as not letting them die). For repairing ships that already have d-mods, it is not fast enough if player gets more d-mods faster than they are removed, perhaps because player is recovering a lot of enemy ships (especially if they cannot be bought or built). For combat, it is no better than Crew Training, and only if player took BotB for the full +15%. Without BotB, Hull Restoration is worse than Crew Training, and player paid an extra skill point for the privilege because he needed to take another non-combat Industry skilll to unlock the capstone. For Hull Restoration to be capstone-worthy, it needs more combat power or have its ship restoration campaign powers boosted to the point where player can take constantly take heavy casualties and not care about it because either d-mod prevention is absolute and guaranteed and/or restoring ships is dirt cheap and fast. Currently, Hull Restoration does not reliably block d-mods, and removing more than a few d-mods is slow and you get no discount with Restore in the refit screen. Hull Restoration only supports minor or occasional casualties, not frequent or massive losses.
People say Derelict Ops is at least as good as a Leadership capstone for combat. Hull Restoration is merely an alternative Crew Training, in terms of in-combat power, the player overpays for.
While logistics skills are not required, they make the campaign less annoying.