As much as I appreciate someone doing something like that, I can't say I think this is accurate.
I understand this something like we have 4 average people and we can give these people 3 points of skill (I know it sounds odd, but still you guys probably know what I mean
)
The effect is that we give two points to the Star player and one point to the Honorable Mention position.
I would say that very often it's impossible to say that a certain player's skills are most important, or that the second most important player in on some position in particular. Quite often engineers' skills are just as important as the gunner's - sometimes exactly as gunner's. Most of the time pilot skills are at least as important as any of the crew.
So, in order to add something to this thread instead of just criticising, I tried to estimate how important given player's skills are on what ship.
Here, I'm assuming exactly every player knows what he/she is doing and is at least average, maybe more than average (because knowledge rarely comes without experience). It also could be used as an estimation who is more valuable on which position. Or, for example, to try to guess whether a decent pilot with a very good gunner will be able to beat a very good pilot with a decent gunner.
We have 20 points to spend on the skills for the entire ship (or you can multiply that by 5 and count percents, whatever).
Also this is a very very rough estimation and my personal opinion and if you completely disagree with me you there's a huge chance you're right and I'm not.
That's not even near all possible loadouts, of course.
How it looks like: pilot (x points), gunner (y points), main engineer (z points), second engineer (w points): x, y, z, w sums up to 20
Gunner can be obviously replaced by a buff engineer, second engineer can have buff or not. I'm not focusing on that.
There we go:
Pyramidionmeta: pilot (7), gunner (4), main engineer (4), second engineer (5)
harass: pilot (10), gunner (2), main engineer (5), second engineer (3)
long range: pilot (7), gunner (7), main engineer (2), second engineer (4)
Goldfishblender: pilot (12), gunner (2), balloon engineer (4), main engineer (4) - gunner used to be extremely important (before the nerf)
hwachafish: pilot (8 ), gunner (6), balloon engineer (2), main engineer (4) - this one depends on how the captain manages the crew
lumberfish: pilot (8 ), gunner (10), engineers x2 (1)
Junker - now here feel free to tell me I have no idea what I'm talking about
meta: pilot (7), gunner (5), main engineer (4), second engineer (4)
munker: pilot (7), gunner (6), main engineer (3), second engineer (4)
Galleonmeta: pilot (6), gunner (6), engineers x2 (4)
pure close range: pilot (12), gunner (4), main engineer (2), second engineer (2)
Squidmine front - pilot (7), gunner (9), main engineer (3), second engineer (1)
brawling - pilot (12), gunner (1), main engineer (5), second engineer (2)
artemis front - pilot (9), gunner (7), main engineer (3), second engineer (1)
Spirebrawling - pilot (11), gunner (5), engineers x2 (2)
lumber or loch - pilot (6), gunner (7), main engineer (4), second engineer (3)
Mobulalong range - pilot (8 ), gunner (5), main engineer (3), second engineer (4)
brawling - pilot (12), gunner (4), engineers x2 (2)
And that's that. If you're surprised by low numbers like '1' it doesn't mean that person is unnecessary. It simply means that person doesn't exactly need much skill above the average to shoot that flamer better comparing to the rest
Also I put a hell lot of pressure on pilots. Intentionally.
There's no 'ship difficulty' estimation, so if you see for example blenderfish pilot (12) and hwachafish pilot (8 ) it doesn't mean blender is more difficult to pilot.
Finally, there are lots of different loadouts, so this is only how it looks like for some particular ones and how I've seen them being managed.