@ BigBrainEnergy: I am thinking about endgame when it is Ordos hunting time. Before that part, when hunting human fleets, I can manage without Leadership, without s-mods, and without officers optimized for a specific ship. Once I need to fight Ordos, I need to select ships for a final fleet, put s-mods on them, and raise officers with specific skills for those ships. In other words, locking in the fleet. I did not need to do this in older releases. (Well, there was no skill respec before, but in the releases with max level, it was mostly a choice between getting colony skills or not and getting carrier skills or not. In releases with soft cap, it was possible to grind to level 70+ and get practically everything.)
Industry is nice before endgame, but it would be nice if it was more useful for endgame too like the other three trees. I liked endgame in older releases, but endgame in modern releases is too much work to build for (if I do not cheat) unless I opt for solo Omega Ziggurat, which is blocked by technically non-hostile enemies (if I do not want to destroy rep) that have became more common in crises. (Before crises, I could spend a story point to flee at worst if I got stopped by a quest fleet that refused to take no for an answer and threatened combat. I cannot flee from invaders coming to wreck my colonies or scanning or destroying traffic in my systems as I pass by.)
I agree Combat is rather lackluster early. I tried a Hammerhead start, grabbed Combat skills and rushed bounties. I did not feel much better than an unskilled character. Bounties still leveled up far faster than I could upgrade. I kill one or two 50k bounties, and the 80k bounty that comes next has a pirate cruiser or two (and other ships) that will kill off a ship or two in my smaller fleet. (They have bigger and better ships than my fleet.)
My favorite early build is to get Navigation at level 1 for faster burn and T-Jump, then trade my way to level 6 and get Hull Restoration, then start fighting and recovering enemy ships to upgrade my fleet. All this talk about making ships harder to shop for would not affect me much because I rely mostly on the enemy to give my more ships for Hull Restoration to fix until endgame. Aside from the enemy, I find bargains in the bar, either from base commanders or powered armor pirate (latter needs marines).
I like Hull Restoration primarily as insurance against AI stupidity. I have seen my NPCs ships kill themselves through idiotic pilot error or the rare freak accident over the years, and having Hull Restoration as insurance against d-mods and effectively keep the benefits of a flawless victory despite taking casualties is so nice. Unfortunately, I feel like I have to give that up if I want to keep my Combat flagship at endgame. On the other hand, depending on sector generation, giving up Industrial Planning when I do not use AI cores in colonies is also inconvenient. (If I used AI cores like everyone else, then Industrial Planning is an easy dump - IP needs a better player-only bonus to reward the player for taking it. +50% production limit is useful only once or twice during midgame. By endgame, I stockpiled enough to not need to build much if anything.)
P.S. My typical build is Combat/Tech/Industry at 5 each, with Automated Ships and Hull Restoration as capstones. I want Automated Ships because I want to collect (and use) all the ships like pokemon, and I cannot collect automated ships without the skill. If I care more about power, I would dump Automated Ships for Cybernetic Augmentation, but I cannot bring myself to abandon the automated ships because I feel like I am missing out on the Automated Ships DLC. The build I use is underpowered (I know), and I cannot use some builds like Afflictor as effectively. An easy boost if I want to keep Tech and Industry is to dump Combat and get Leadership... at the price of giving up my flagship and play the units game, which I do not want to do.