I like how people always find vectors for spouting griefing hysteria.
I'll side with you though if it means knocking out this obnoxious power creep. Well, less of a creep, more a F1 race.
Not feeling good about it having slept on it.
The voucher sharing and rebuy discounts will cause massive Cr inflation among the combat community, who will then romp through the ship progression even faster. As a result we'll have ever more maxed out Cutters looking for emergent content wherever they can get it (because they haven't had to do anything else to get there), to the detriment of enjoyment of the forum mums and dads, explorers, storyline researchers, CG participants and small ship fans.
I hope 2.3 includes balance mechanisms that are not yet being discussed yet and FD are keeping these quiet to measure our response to the unbalanced proposal vs their projections.
-Tactical Officer: An NPC whose role would be to deploy secondary systems (ECM, Shield Cell Banks, Chaff, Heat Sinks), Shift shield strength to parts of the ship that are under the heaviest fire & changing target priorities for you based on which ship poses the most threat (or is the easiest to kill).
As I've said elsewhere, 'aiming' the shield focus towards incoming fire would be an engaging and dynamic combat defense role.
-Navigation Officer: The Commander could create a number of "Way-points", at the system level and/or within systems, which a navigator could plot a course to automatically. Navigation Officer NPC's might also be able to reduce fuel costs for your travel, by doing it more "efficiently".
Yes, and taking the example of rushing back and forward to Colonia, having someone to plot the next jump, getting the best possible range based on current mass, not fully fueled mass, while in hyperspace or scooping would be kind of fun.
Engineering Officer: They can run diagnostics on your systems to squeeze improved performance out of them. They can manage heat/power use for things like Silent Running or Boosting Super Cruise speeds. They can also do reboot/repair for you during combat situations.
And the systems are already in game for actual Engineering Gameplay! Just enable the Engineering officer to make Level 1 Engineers' modifications to your modules on the fly, so they could bias modules' stats slightly to the current situation. Performing modifications would cost low grade materials, of course.
Also, let Engineering aim the fuel scoop funnel towards areas of greatest fuel density on stars' atmospheres.