I wonder what the optimal DO+SD setup is. You're not bringing in officers (for SD's sake), and there isn't really anything in Industry that helps you much aside from DO, but you can get two flagship skills on the way there.
I'd think maybe:
Leadership (5 points): You don't get anything from CM or WT, so it'd be Crew Training and Tactical Drills at tier one unless you want carriers. Then you're left either a carrier skill or one of CM or WT (which will only apply to your flagship, providing almost nothing). After that, you have officer training and officer management, neither of which is useful to you, so maybe you take another of those less desirable tier one skills before taking Support Doctrine.
Industry (5 points): None of the first 3 affect combat, so you can take any of them. In tier 2-4, you need a total of 3 more skills, so you may as well take Polarized Armor and Ordinance Expertise for your flagship, if you're getting one. Derelict Operations is the remaining skill.
Your remaining 5 points have to go somewhere. Your three options are to go Combat and get a useful flagship to support your fleet, go Technology and try to buff up your ships further, or double down on Leadership and get BOTB. You could technically also double down on Industry, but managing HR and DO would be too obnoxious to deal with. Option 3 gives you an extra S-mod for every ship, which is appealing, but you're spending three of your five skill points and only really getting that out of them. If you don't want a flagship that badly, and you don't want to go BotB, your option would be Technology.
Technology (5 points): Neither tier one skill affects combat, so you'd take either. Tier two provides two flagship skills, but if you want to slightly buff your fleet, elite GE and a kite flagship gets you that. You've got three skills left, so you can go with Electronic Warfare to hammer enemy range with all the ships you're deploying and Flux Regulation for an across-the-board buff to your fleet in tier four. Neural link is counterproductive here, and PCT will have some issues with the D-mods. For the fifth skill, CA isn't useful here, so Automated Ships is the play.
As for ships:
Carriers get some pretty rough D-mods, so you want something that can survive that. I'd get the two carrier skills in Leadership, and use Legions, maybe XIV, to limit the significance of D-mods reducing fighter range.
Since fighters and missiles compound in usefulness as you have more of them, as do aggressive ships like the Legion, I'd consider a monofleet. That said, Automated Ships lets you supplement your Legions with some similarly-aggressive Remnant ships. Radiants are 60DP, but SD gets you to 50, and you get to 32 after 5 D-mods, letting you field four of them with only minor CR reductions. What that'd look like is 128 DP of Radiants, plus five XIV Legions, with 12DP left over for a flagship, which would let the player bring in an 11DP Sunder (which synergizes well with the Legions, doesn't need a lot of skills to do a good job, but really does benefit from Ordinance Expertise and player control).
I might've made some kind of mistake in how things stack, but does that sound reasonably ideal? Five XIV Legions loaded with missiles and fighters, four Radiants, and a player Sunder to exploit openings and apply pressure.