Some background
I have a Combat 5/Tech 5/Industry 5 build, and I have no intention of changing it anytime soon because I want to see how bad it really is.
Combat 5 is: Helmsmanship, Combat Endurance, Impact Mitigation, Target Analysis, and Systems Expertise
Technology 5 is: Navigation, Gunnery Implants, Phase Coil Tuning, Neural Link, Automated Ships
Industry 5 is: Field Repairs, Ordnance Expertise, Polarized Armor, Industrial Planning, Hull Restoration
Helmsmanship so that capitals are more responsive.
Combat Endurance for +15% CR, and more PPT for smaller ships.
Impact Mitigation for more maneuverability to slow capitals (I would prefer Damage Control for faster repairs, but I want fast turning ships)
Target Analysis for more damage no matter which ship I use.
Systems Expertise to make Radiant overpowered and some other ships much more mobile.
Navigation for burn 20 with fewer tugs
Gunnery Implants for more range
Phase Coil Tuning for more PPT and speed to phase ships (I always have at least one in my fleet)
Neural Link for double flagship and/or to pilot Automated Ships.
Automated Ships because I "gotta-catch-'em-all", which is only possible with Automated Ships (can't catch them without the skill)
Field Repairs to fix new ships from the enemy (best of the worst for Industry 1)
Ordnance Expertise for more flux (why was this nerfed for officers' sake, player needed the extra flux)
Polarized Armor to vent faster.
Industrial Planning to meet commodity demand for my colonies (again, best of the worst for Industry 3)
Hull Restoration to avoid or purge d-mods out of my fleet. Ironically, I use a lot of d-mod ships just so Hull Restoration can remove them.
My officers are all level 1 except for a single level 2 because I am in no mood to lock-in their skill choices for an ever-changing fleet, then fire-and-replace them if they do not work. It was so much easier replacing only ships and weapons in older releases years ago (despite them being rarer and easier to lose). All I have for officers that count is my double from Neural Link, alpha core for MK1, and AI cores for any remaining points left for Automated Ships. Support Doctrine is not an option because I have no Leadership. (I want Industry instead of Leadership, not willing to give up Combat, and I need Tech for Automated Ships to catch-'em-all.)
I used Afflictor/Radiant combo at first when I fought human fleets, but I stopped using it when I started fighting Shroud and Threat fleets (they have anti-phase tech). I need more bulk and firepower since my fleet has very few strong officers (just my fleet commander and AI cores). If I had Afflictor in my fleet now, which would rob bonuses from Phase Coil Turning Doom or Ziggurat would get. Any Afflictors in my fleet would be piloted by no one or a mere level 1.
Just fought my first full-sized double Ordos for this release, though it was a weaker duo because it was cruiser spam without any capitals (lots of Brilliants and Apexs, but no Nova or Radiant). Managed to win that one while losing only two Monitors, which popped right back up like zombies without any d-mods - this time. Recovered every last ship the Remnants dropped since I cannot buy or build them, and I went over the 30 ship limit (and way over my Automated Ships limit), so I had to go back home to store my loot, which were mostly a bunch of Remnant hulls I plan to use later, plus an alpha core and one or two Remnant fighters.
My fleet at the time was Ziggurat (human weapons only), Radiant, MK1, and several Monitors to point cap and tank. Had Onslaught and Executor in the fleet as backup in case one of my capitals died, but I did not need them in the end. Every large ship in the fleet that was not automated ship had Neural Interface so that if a ship died, the replacement would immediately get a copy of my commander as an officer.
My active fleet is basically three capitals (two Neural Links, plus alpha MK1) plus any other ships that could be useful even if they did not have an officer or a pile of s-mods.
P.S. No s-mods on any of the ships that fought. The only s-mod I have right now is Expanded Magazines on a Radiant, and one was in storage. The Radiant I used was a backup that had one d-mod and no s-mods because it does not deserve s-mods until all the d-mods it has are gone from it. My backup Onslaught and Executor were loaded with multiple d-mods too. (They are only in the fleet as reserve disposable ships since I was this close to Scuttling them for being too expensive to restore and too long a wait for Hull Restoration to fix. Well, the Onslaught I can build another, but Executor has to be Restored to be made pristine no matter if I build it or recover one from an enemy.)
P.P.S. I found a level 5 officer with a decent generalist skill set (Helms/Impact M./Damage Con./Targ.Ana./Gunnery), though missing Combat Endurance is a bummer (no 100% CR). As my ninth officer that sits around eating income, he is only around because I was too lazy to fire him, but now I have have half a mind to fire one of my level 1s instead just because I do not need to spend SP for the level 5's elite skill. I have no intention to spend SP without refund for elite skills on disposable officers. None of my normal officers will ever get elite skills because they are too inflexible and disposable for the investment.