I noticed a complaint about the new skill-requiring hullmods on the Bay12 forums along the lines of "Picard didn't have to master warp core engineering!"
I think that logic is a little flawed (my Vulcan costume ears are still in their box, honest). You can assume that if Starfarer were Starfleet, then junior officers would start as level 10 or so. The game's skill tree then works perfectly fine. Remember that the thing that makes humans so resilient in the Star Trek universe is their special military academy training elite officers, and where the crew complements have a disproportionately large ratio of officers to enlistees. When you start a new captain in Starfarer, read the starting scenarios carefully: none of them suggest you've had a great deal of formal training.
By the time you hit the equivalent of a Star Trek captain, you're probably level 20 or so in Starfarer terms. So yes, Picard
did have to master warp core engineering, or at least he had to have officers who did while he specialised in other skills like fleet tactics and leadership.
Let's bear in mind that Picard is flying a heavy cruiser, the largest hull size in common use in the entire Star Trek fleet (battleships really only come into play in the unofficial expanded universe), and that he also flies the flagship of the fleet. While some allowances have to be made for sake of cinematic dramatism, Picard was also instrumental in -- and gained experience from -- many, if not all, of the most major incidents in the galaxy during his career. In those terms alone, Picard is easily level 30 or 40 or so. If Picard didn't have to master warp core engineering as far as Starfarer terms go, I'll eat those Vulcan ears. (Note: I do not actually own Vulcan ears. ;-))
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That treatise aside, I still agree wholeheartedly with the original post: the means to acquire hullmods
aside from learning how to do them yourself would also be very welcome. I agree in principle with the "free" option at certain locations and factions, and also agree in principle with Alex's mention that purchasing hullmod blueprints makes sense, but also think that their higher-value modifications should require you to purchase plans, and only then could the originating faction actually install them using those plans -- think of it as purchasing licensing fees. There is, after all, a certain element of risk in giving away their trade secrets to others with 100% freedom.