I think they rushed it to get it out the door faster. The season two schedule obviously slipped and they are behind, so rather than take the time to do multicrew the way they wanted they are making it combat only and leaving it to be improved at a later date (if ever).
I wish the whole multicrew feature had been done in stages, like this:
Stage 1: Implement NPC crewmembers along with the commander creator. This would allow players to hire crew to fill the seats in their ships. Different crew professions would be available, each with slight passive bonuses or minor active abilities:
- Combat Officer – might provide skills like small dps increase, better weapon energy management, faster turret tracking, etc.
- Engineer – could provide minor system repairs without AFMU, or make the ship run cooler, or make fuel use more effecient
- Science Officer – could increase scan times, or scanner ranges, or quicken FSD charge times
- Trade Specialist – might increase trade profit margins slightly, or boost trade mission payouts
Stage 2: Implement Multi-crew. Players can now “jump into” anyone’s ship who has a crew aboard by taking the place of the NPC crewmember, essentially replacing that NPC crew for as long as the player desires. When the multicrew player quits then the NPC crewmember simply comes back to fill the seat again.
This way the whole telepresence explanation wouldn’t even be needed, as anyone playing multicrew would just be taking the place of an NPC for awhile. It would also have given the feature some use for non-combat and solo players too. It just seems to me like this order of development for the feature would have been better overall.