I've been experimenting with Support Doctrine a lot lately, and I've come to the conclusion that the skill is best when NOT taken to the extreme of not using officers. It's tempting to say no officers = most DP saved, that must be best, but that isn't right at all.
The skill's strength is 1) early game power for no story point investment, because at this point the player doesn't have officers but has many ships.
2) late game using more than 11 (or 9 if saving a skill point) ships. There is a power to going wide, both in terms of grabbing points, harassing the enemy, and flanking. But completely unofficered ships, well... they don't do that great even with the other leadership buffs. Add 4 decent skills and they can contribute again. The DP reduction is a further boost but honestly not as important as the extra ships being at least partially up to snuff.
This has synergy with for example:
Wolfpacks. Putting several officers in frigates leaves a lot of DP "on the table". With support doctrine, the DP can be spent better. Or:
Capital+ Destroyer packs. Fitting multiple destroyers per capital to give lots of range-boosted firepower, but takes a lot of officers per DP.
Example: Onslaught + Sunders. Say you want to build 3 escort groups of onslaught + 2 sunders: this is 9 ships for 186 DP. Ordinarily to expand this up to 240, the fleet wants either more officers (which they might not have the skill point for) or mercenaries. Or, with support doctrine, you can throw in 11 wolves to skirmish around the edges, harassing and distracting everything.
I don't know about the ultra-endurance endgame builds. They probably have CR problems with going wide, to be honest. But for more moderate challenges its working for me so far.