Quick preface:
Generally speaking, I'm not a fan of skills that change loadout limits in games; in a lot of cases the physical limits of what you are allowed to have in your loadout forces the player to make tradeoffs and compromises. Skills that expand these loadout limits usually end up making it possible to equip everything you want, while limiting skill build diversity. It's one of the reasons I'm not a huge fan of Cyberpunk 2077 2.0 locking Cyberware capacity behind their Tech skill - it makes it feel like you
need to invest in that skill tree in order to be able to install all the fun cyberware you want, but that means you essentially have to accept that you will invest 20 skill points into their Tech tree.
With regards to Starsector, I'm not a fan of Flux Regulation and Best of the Best because certain ship builds are basically locked behind those skills. Lots of ships feel like they can't equip every weapon and hull-mod they want because of flux or ordnance point limits, and that's okay! Tradeoffs and compromises are part of what makes builds so interesting, like an optimization problem or a puzzle. Those two skills often remove those tradeoffs by allowing ships to get pretty much all the things they need in some cases (not always, but they usually allow builds that don't have to make nearly as many tradeoffs), in exchange for limiting player build diversity. On my low-tech playthrough I'm noticing that there's a lot of skills I want in Industry (to make traversing the sector and supply logistics less of an interruption, especially) and Combat (to make piloting my flagship more enjoyable), but without 5 Leadership my fleet as a whole just feels... weaker than it should be. My ships are, individually, just not as strong because they have to make tradeoffs in the Ordnance Point department, which keeps their individual strength limited; since player fleet size is limited, you can't always offset this with a larger number of ships.
(As an aside, it would be nice if we could use Colony High Commands to order around our Heavy Detachments and Heavy Patrols to other places, maybe ask them to go to a different system to defend that system from an impending Colony Crisis? But that's another discussion entirely, and I know Nexerelin does add that functionality. It just feels weird that we can't do it by default since the High Command description explicitly mentions it)
This feels particularly jarring because, if anything, it feels like the physical installation of modifications to my ships should be governed by Industry and Tech, not Leadership. Combat is focused on my personal flagship, Industry is focused on fleet/colony logistics and management of ship hulls (repairs, restoration, d-mods, etc.), and Tech has a bunch of skills related to rare, advanced and esoteric techniques / tools, like Neural Interface and Automated Ships.
Leadership is nominally focused on:
- Fleet buffs with DP-based softcaps (e.g. Crew Training)
- Ship buffs that specifically target ships with officers and make them stronger (e.g. Coordinated Maneuvers, carrier skills)
- Officer buffs (e.g. Officer Training, Officer Management)
- Some buffs to your ability to command your fleet (e.g. more Command Points, more deployment points at the start of battle, etc.)
Best of the Best's first effect makes sense - you always start with at least 200 DP, ensuring that even if you don't have better officers than your opponent, your ability to deploy and manage your fleet is still reasonably high. But the second effect feels like an Industry or Tech skill that got lost - the ability to add an s-mod to every ship in your fleet is not only weirdly unrelated to the Leadership tree's other stuff thematically, but also doesn't feel like it fits in the game in general.
If it allowed you to get an extra s-mod on officered ships or something like that (which I know would be a pain to implement), I could maybe see it? Because then it's a skill that focuses on building your fleet tall rather than wide. But the fact that it affects every ship loadout means that even very wide fleet builds with lots of low-DP ships can get tons of value from it - which feels like it doesn't fit the theme of "Best of the Best".
I know its perfectly possible to make endgame fleets without BotB (BigBrainEnergy showed one such fleet in the 0.97a fleets thread, which I've been fascinated by), but it feels bad that there is a skill that invalidates certain build tradeoffs and limits locked behind a skill tree that doesn't even deal with ship builds thematically.
This post got very ramble-y, but tl;dr: Best of the Best feels like it is out of place, the ability to build more s-mods in to ships feels more like a Tech or Industry skill to me. And even then, I don't like that it's locked behind a high-tier skill at all (personally, at least).