Been giving a save with this mod a go. I quite enjoy the broad possibility of buffs and build variety, as well as the idea of being able to swap around my build 'on the fly'.
But there is some feedback i can give, and an ability from vanilla skills that i think has been overlooked. I've Played 1.0.6, but i've double checked a fresh 1.1.1 save to make sure things are still relevant.
1. Managing unassigned XO's is a little fiddly. You cant dismiss or rename an unassigned XO if you have an XO of the same type or catagory unless you enter the management menu from that XO's type or catagory. XO's are also only listed in order of acquisition, which makes managing a bunch of them a little tricky, as they'll be almost randomly mixed up together. And you may want to have a bunch of them for mixing up your builds. Fixing the former should(?) be as simple as allowing you to select a conflicting unassigned XO but just greying out the confirm button. For the latter, the list could be automatically sorted by officer type and then by name alphabetically? Some kind of specific ordering there other than order of acquisition would be nice i think.
2. Respecing XO skills? I know they're based off ship Officers and you cant respec their skills willy nilly, only their elites. And since you can get more and duplicate XO's you can just spec out a different officer differently. But being able to spend a story point to respec an XO's skill selection would make varying and trying out new builds much nicer, especially since leveling one to 5(6?) takes a while. I believe it took me until player level 10 before one of my XO's was max level? And i had XP gain rate set to 1.25. If i wanted to try out the other capstone skill for a different build i would need to aquire and level up a brand new XO all the way.
3. Hull Restoration and ship recovery. its not properly listed in Hull Restoration but it actually improves universal ship recovery rates. For the most part it seems to make any storypoint recovery a normal recovery. Although it doesnt reduce the D-mod rate for recovered enemy ships. I've tested this by nuking a 300 point hegemony fleet over again with different vanilla skill combinations. But as far as i'm aware, XO skills dont do that (unless generic "post battle salvage" does it?), which makes recovering new ships quite difficult.
4. Continuous Repairs and D-mod removal. I havent used it just yet, but i'm not sure about the 300 DP per hullmod removed. That aforementioned 300 point hegemony fleet had a little under 400 DP worth of ships in it all up. That would have removed one D-mod from one ship, likely a frigate or destroyer i lost in that very battle. In that situation its more of just a D-mod rebate. But taking many engagements into account, removing D-mods turns into a game of slogging through trash fleets. I am not quite sure whether or not that is effective enough its good, or just barely effective enough its a slog. Encouraging farming unengaging and easy combat for that seems... Not great? If it ends up being a slog, it may actually be worse than AFKing to remove d-mods. But as i said, i havent used it just yet so i'm sure.
5. This is just my own taste in power level, but i am ravenous for a fourth XO slot. Having a logistical XO is basically required on the campaign map, but they do basically nothing in combat. Leaving in practice only two slots for XO's that do anything in combat. And only two slots is juuust slightly too few. Sure, currently i could replace that logistics XO with a combat XO, but i'll be honest i am not leaving my home system without a logistics XO. Campaign level movement speed is just too good of a quality of life improvement to give up.