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https://imgur.com/a/vC33SC1
This may prove useful when you just need to lower the bloom level for one of the systems for which there is choice. You may also see it as an alternative choice of one among two systems that must be left with no coverage - you may prefer to have prognosticar bonuses for one of them more than for the other in your play-through.
As for Knights with pre-chosen skills, you can minimize this (inane) problem by not investing more than 1 point into Knight requisition at the armoury screen. This way, you'll never get mission reward Knights above level 3, and the game cannot mess up their builds too badly at that point, compared to receiving a pre-skilled level 7 Knight with the worst skill allocations you can imagine (e.g. a Librarian with every skill except for the teleport, psychic scream, and vortex trees filled in).
1. Use gate of infinty (Librarian/Card ability) to activate enemy pods. This way you start with full AP and fully buffed knights.
2. Do not buy awarded knights since these have prechosen skills. Instead, buy new knights from the barracks (they cost 2 req points) because these are "0-lvl" knights and you lvl them up as you choose. That way you can also spare some req points on Grandmaster meeting. Also, you can save game before you end a battle. When you then return to ship you can choose the knight.
3. When you start the game, be sure to control what kind of baseline skill your knights have. If you are not satisfied, restart.
4. Allways save before a critically wounded knight is returned to battle. That way you can choose what kind of augementation your knight gets.