Probably, what do you think?
No, because this is exactly what competitive piloting is: Punish the enemy for making mistakes, like bad positioning either relative to a teammate or to ones own ship and prioritization, which can be internal like prioritizing which guns or other components are needed the most or external like which ship and which components of that ship need to be focused, and kept track of via kill feed.
Obviously that can best be done via communication, a two-way communication, because not only does it matter if you call out important things, your ally and crew also have to hear and listen to these things in order to react accordingly. I like that this is also repeadetly portrayed in your video.
Piloting/captaining is probably the role with the highest skill ceiling in the game, beacuse unlike the gunner who is limited by the guns or the engineer who is limited by cooldowns and cycles, the pilot has a nigh infinite amount of possible actions at their disposal which they need to use in an constant and endless battle of information against the enemy team's pilots while only being limited by how well the pilot communicates with his own crew and ally ship. That's one of few reasons why I personally open the map at least 10 times every minute.
What nobody is talking about is that it is sometimes ok not to tell your entire team everything, because with an information overflow it becomes difficult to figure out what to prioritize, but that is less often the issue.
What's missing in this video though is probably the most complex and situational dependent pilot activity: Mind-games, which can also be interpreted as literally reading somebody else's mind. My favourite example of that is one of our scrims, a bit longer ago, against the Mad Hatters on Paritan Rumble. They brought a Carro/Gat/Mortar Spire which was pure death against your average Hades/double Art Mobula on that map and they managed to kill both of our ships, but that was close to our spawn. We then spawned back right there, thinking they would check the spawn that's the farthest away from the Spire, which would be the safest spawn, but they instantly killed us after we spawned anyway. So what they told us after the match was "We knew that you knew that we would check the spawn that's the farthest away, but that would mean you would spawn right into us, so we knew you would instead spawn back where we killed you instead, believing we were at the other spawn."
I liked the video.