The most effective Officer Managment fleet loadout is the following.
5 combat skills, 4 + capstone. 6 leadership skills, three tier 1+ both tier 2 + BOTB. 3 technology skills, with the final being cybernetic Augmentation.
This leaves over exactly 1 skill point. If the player's ship needs Ordnance Expertise or Polarized Armor for the build to work, then the build can't work. If they don't need it, then they can grab another skill from the other skill branches, which will typically be Flux Regulation.
This gives 11 level 6 4 elite skill officers with three built in hullmod ships with one officer having the best piloting possible, which is the optimum loadout for Officer Managment.
An alternative to this is to drop the required combat skills for the capstone down to 3 from 4, or count tech and industry combat skills towards the combat capstone.
This is also why support Doctrine sees so little use, as it directly competes with BOTB, which is just flat out better, or you have to give up skills elsewhere. Which means OM fleets are always going to be better than SD fleets.
Likewise, don't even get me started on just how much of an ineffective meme Derelict Operations is outside of niche low DP builds.
Out of curiosity, why not just respec and take the skill point out of officer management, turn the 2 extra officers into mercenaries, spend a couple story points to keep them on every few years (just throw it on the pile of 88+ points already spent - 10 for mentoring, 40 for officer elite skills, 33 for triple s-mod ships, and 5 for elite personal combat skills) and take Ordinance Expertise anyways? I wouldn't really call officer management a capstone, given its benefit can be trivially duplicated with a minor story point expenditure already.
Capstone in my mind draws you down the tree for something unique which encourages a different playstyle.
Best of the Best encourages slow and tall. It of course works with other fleet compositions, but from a reward perspective, you get the most benefit for the least work if you're running something like five 40 DP capitals, to minimize story point costs, while also fitting under the 200 DP deployment limit, and thus doesn't need the support ships to grab comm relays or other locations quickly.
Support Doctrine encourages wide, reaching the ship cap, which means low average DP, which in turn means things like a lot of frigates and destroyers. Such a fleet doesn't really need the bonus deployment DP at the start, since it has options for fast captures. It also saves significantly on story points given you don't need to hire mercenaries, or mentor extra officers, or put a 3rd s-mod on the ships, although you do tend to want to put 2 s-mods on the larger number of ships.
Both of those feel like capstones since they draw you towards different fleet builds. Now we can argue the effectiveness, their actual and perceived power levels, of the skills themselves but I wouldn't want to see them moved or what kind of fleet they encourage changed.
As for Derelict operations, it is admittedly a late game skill, with very little benefit before you hit the 240 DP deployment cap, but it is the single largest buff to a 340+ DP fleet with 5 d-mods each. Paying only 70% of the DP to deploy is huge. It is not quite for every 2 enemy ships on the field, you have 3 of the same class, but with d-mods. Perhaps that is niche, but I think that is encouraging a different playstyle, as I think a capstone should.