That can all get addressed by mods or by a relatively easy change to the battlefield code, getting rid of the dribbling reinforcements problem.
I've seen you mention this a couple of times, I think. Could you elaborate a bit on the specific circumstances? I have a hard time seeing how it would happen.
Let's say you've got the enemy reduced to 40 FP maximum deployed. They either 1) don't have any ships out on the map, and would thus deploy 40 FP worth at once - which may still be insufficient - or 2) they *do* have some ships out, so the choice they face is abandoning/retreating those ships vs trying to reinforce as they can. Neither option is a particularly good one, and it seems to be an issue with it being a lopsided battle more than anything else.
It would be nice to have a readout under your character screen showing a list of the different bonuses you get from your stuff.
Hmm. Those types of things sound really nice in theory, but end up really cluttered. It's tough to present that much information well.
I think the skill screen itself actually accomplishes this goal, anyway - it gives you a high-level overview of the bonuses by showing which skills you *have*, and then you can drill down into the specifics by mousing over each one. Any kind of "skill digest" would probably have to make use of similar mechanics.
Re: fleet points - the point is that you do have a choice of whether you're able to command a large fleet, and it's not something you just get by playing longer. On the flip side, this means you're not forced to command a large fleet if that's not your style - "forced" because it'd frequently be a more effective option. Because of this, piloted-ship-only skills can also be powerful enough since they can reasonably assume either a smaller, or a less tricked-out fleet. As for being "arbitrary", they're no more so than hitpoints or damage values. As hitpoints are a representation of your ship's overall structural integrity, fleet points are a representation of an aspect of your character's command ability.
In purely pragmatic terms, the game's being designed around certain fleet sizes. Having a huge fleet that steamrolls everything would ultimately be detrimental to the experience. Further still, if you really want to try this out, just for fun, far be it from me to tell you you can't - it's trivially easy to edit the starting fleet point values in settings.json. Obviously, the game isn't going to be balanced around that.
Limits such as "this is your speed limit" and "you cant fit more than this many guns on this" is one thing. But the whole fleet point system just feels arbitrary. I still think that down the line this system will be able to be wholly replaced by more flexible systems, backed by an ingame economy or support something like that, and the leadership progression can be moved to more stuff such as keeping down compounded costs on running a fleet of a certain size. (this already kinda but not really happens, because its more of a hard cap in disguise and costs multiply out of control too quickly, and that soft cap stays stationary.)
Yeah, something like that is a possibility.