Hey I like the mod and wanted to leave some feedback.
I feel like you actually have some less choice in the sense that you are encouraged to have very little diversity in your fleet. The way you can stack certain bonuses makes spamming 1 thing at a time become very OP. For example stacking all the speed bonuses my frigates and destroyers were all moving 200-300 speed. Stacking the range bonuses my battleships were outranging stations. Stacking the missile buffs on top of missile spec officers, it was nuclear armageddon. The only really balanced (least powerful) tree I felt was the d-mod tree which is always fun to run around as a junker fleet and felt similar power to base game derelict operations.
It change gameplay way of thinking from "Do I want to have combat skill, economy, or fleet" to "Okay Im choosing combat tree, screw QOL skills, which focused fleet type will I play?"
The thing I dislike the most is adjusting to the removal of QOL and customization mods.
#1 Burn speed 20 atlas being harder to make. Typically you build in insulated engine, cargo, and efficiency with drives and subsystems. With -1 smod cap you are basically forced into using starfaring if you wanna have a big inventory AND 20 burn speed AND non thicc sensor profile
#2 +5 vents in customization. I think you really should try to add this back somewhere. Ship building is 80% of the game at least for me and removing this way of customization in ship building is not good. I would rather have that than say a flat 10% flux disipation somewhere else because it feels better when I am deciding the OP distribution of individual ships, not saying ok my entire fleet needs and will have 5 more vents.
#3 + S-mod skill in a skill tree that is very underpowered. For the same reasons as #2, limiting individual ship customization is not good. HOWEVER a third S-mod is not absolutely necesary on every ship (whereas the option of vents distribution are) as well as some skills being a straight up equivelent to a fleetwide S-mod ex. Focus Lens in technical giving all beams hard flux. So its kind of the opposite of #2.
Things I liked the most are several and mostly combat related.
1#The random difficulty spikes of enemy fleets randomly having god tier set of skills. I dont know if you made certain skillsets for every enemy fleets to have but I think having enemy fleets stack the max juice skills to fight against is very fun.
2# You get to be John Sector yourself with maxed combat skills which is always a fun playthrough.
3# You get to go through and learn a new skill tree and discover the new OP combos which is fun on its own
So tldr in summary I think this mod is very good for warring in the sector type game and not so good for building in the shipyard type game. Give me back my 5 flux vents!
I think generaly its not really any harder to use a mixed fleet, as a more solid fleet build will do well, even when it doesnt get 100% of the bonuses possible. Also helps that Theres enough aptitudes that are rather generic, like Tactical, Technical and Warfare that allow for spreading boosts well around
To your #2 Point, Originaly the skill had that effect, however, since with SiC you can swap out aptitudes much more easily, an effect like it just doesnt really work out. It means readjusting the OP on all ships everytime you switch a technical officer in or out, which just isnt fun. I think overall the +5 you get also wont really make that much of a difference, even when its generaly nice to have.
I dont quite agree on Point #3, Management provides more than enough power, and +1smod is quite universally that almost every ship likes.
Do focused lenses from tech tree stack 20% damage on ships with high scatter amplifier or do nothing for them?
No effect on ships with HSA
It would be nice to have another path to removing hull mods via a skill outside of the skill inside of starfaring. It does feel like the player really needs to start with or farm a starfaring officer as a prime choice early on in the game, well before you can get to the late game money build up. Sure if the goal is active play vs passive keep it that way but another path with a variation would be nice. Even an event popping up to having a starfaring officer join you as a choice would be smart within X days of the start of the game. Neat mod but there might be some choices to make the experience less restrictive or penalizing with D-mod management. It definitely promotes more save scumming in the current mod and now I find myself playing in a more restrictive game loop than the base game. Even putting Continuous Repairs in the player character's tree would work.
I dont really like any of the solutions proposed here, but i may think about ways to help there a bit.