I for one don't think the line between defensive and offensive is that clear. Do you consider flux bonuses to be defensive or offensive? What about speed? Things like extra range might seem intuitively offensive but you could use it to keep more distance and dodge incoming fire easier.
In fact I think the current skills we have are not so much geared towards making your ship more dangerous as it is making it more customizeable.
If you start a new game with a Hound you have fairly limited options to improve it. Limited OP, not great flux, very few hullmods. But with skills you can add a shield, fit weapons that otherwise would be too flux hungry and play around with a bunch of hullmods. You can't really say that adding skills inherently makes the Hound more offensive/less defensive.
More importantly I think its a mistake to compare maxed out skills. Realistically you will have to pick and choose which skills you really want the most because without cheating getting a completely maxed out character is quite a chore (and as more skills will be added this will be even more true). And here is the thing: it doesn't really matter if only 4 out of 10 (or whatever number) skills are defensive because you are only going to be able to max a fraction of the total available skills. In short: if you want to specialize your character in defensive combat it is very much an option.
+20% Damage, Ordnance expert
vs
-10% Hull and Armor, Damage control
Actually -20% Hull and Armor, Damage control
The other bonuses from Damage control are quite good too (Optimized Assembly from Ordinance Expertise is great but not strictly speaking an offensive bonus).
+100% damage to armor
+25% damage to shields, target anyalsis
vs
+100% armor strength, Evasive action
Its not +100% damage to armor or 100% armor strength. This only affects how much armor helps to mitigate damage not how much armor you need to peel through (its a big difference). Not that it changes the balance here. It seems unfair that you compare 2 out of 3 bonuses from Target Analysis to 1 out of 3 bonuses from Evasive Action - its not a weak skill.
+25% rate of fire, Gunnery Optics
vs
+20% armor, construction
+10% hull, Mechanical Enginnering
Its a weird comparison. First of all Construction and Mechanical Engineering opens up many hullmods, most of which could be considered defensive. Secondly that 25% rate of fire increase only translates to a 25% damage increase if you have the flux to spare and it doesn't synergies with missiles. Actually I think the most interesting part about Gunnery Implants is the reduction to recoil which makes some weapons much more viable.
Missile damage skill
vs
more damage on pd guns
Actually I think a proper comparison would have been Helmsmanship. The main benefit I get from more speed and acceleration on an already fast ship is the ability to easily dodge and avoid missiles.
so over all, damage skills always have an edge small or large over defensive.
Ex, to make it even with Ordance Expert and Damage Control,
+20% damage
vs
+40% armor and hull
I don't agree with this. Skills seems pretty balanced right now imho.