I think it's also worth mentioning that, for whatever reason, Hull Restoration seemingly also has the unstated effect of converting all difficult recovery of disabled enemy ships - which would otherwise cost Story Points - into normal recovery, meaning it's much easier to build up an entire fleet by just recovering enemy ships. This doesn't make enemy ships guaranteed to be recoverable, but it does mean that, with virtually no Story Point barrier, there's far less hesitation to just grab whatever wrecks are available after a battle and immediately make use of them in your fleet, especially with Hull Restoration slowly removing D-Mods over time.
As for the overall power level of the Industry tree, I personally think it's in a fine spot, balancewise. By it's very nature, the massive campaign-level benefits it provides, especially in the early-game, is balanced by the relative lack of combat-level skills - and, thus, total combat power - compared to the other trees. In that vein, Hull Restoration fits the theme. Although HR does provide some combat power via +15% CR for pristine ships, it naturally struggles to compete with other fleet-level capstones like Derelict Operations (despite requiring D-Modded ships, the -30% DP at max benefit is arguably far stronger thanks to the critical-mass dynamic that comes with having more ships on the field), Cybernetic Augmentation (which provides both an extra elite skill for officers and further buffs when also taking personal Combat skills), and Best of the Best (granting 1 additional S-Mod and the ability to start off engagements with 200 DP minimum rather than 160 DP). Plus, investing in Hull Restoration also has the opportunity cost of not being able to invest as much skill points in the other trees that provide more total combat power, which typically means a less powerful flagship (which, when used well, can decide entire battles) and a less powerful fleet.
Despite those drawbacks, Hull Restoration still has some unique value in combat, especially with no-flagship fleets (who have the option of dropping Combat Endurance for their officers and take another officer skill, while still keeping 100% CR if Crew Training is also taken) and Automated Ship fleets (allowing either stronger automated ships or just more automated ships). So, I don't really see a need to either buff or nerf Hull Restoration in anyway (other than maybe doing something with its hidden effect of removing difficult recovery for enemy ships, because that feels like a bug to me).