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A pilot can control their ship's flight controls. A mechanic can fix leaks. A marine... well, the marines are really bad but that's not related to this mod anyway. Nor are Managers.
I don't even entirely mind how long it takes pilots to get good at their defined roles. What really kills it, and is beyond my ability to attempt to fix, is how difficult it is to redistribute skilled pilots to new ships. The management part of the crew system is why you see so many mods that bypass various parts of skill checks.
People who play this game don't mind long term gameplay loops, just look at how long the supply chains are for Wharfs/Shipyards. But crew management in particular is an uphill battle beyond the early game, with the hill only getting steeper.
Honestly, in real life, no commander would let an idiot who has no clue on their warship. That's why they have training, and personnel who are still learning are given appropriate tasks. But the majority of a crew knows what they're doing. Of course, there are better and worse crew members, as with any job.
But in the game, they send a McDonald's worker to a split warship and let him work on the weapons and navigation, which is ridiculous.
I'm not against working at McDonald's; I've had many jobs, and every honest job is equally valuable and important. But you don't put a "what do I have to press again" crewman on a warship. They have to go through training first.
So, a zero-star marine/service worker has to have quite a bit of skill.
So maybe have higher starting skills with 0 value being (more or less) an seldom exception would fix some issues while keeping some random component?