I'll chime in.
The biggest thing I've learned in Pub Games is to play to your crew.
I love playing a hyper-aggressive Blenderfish, and I like to think that I'm pretty good at it. This means doing stupid, crazy, unthinkable things like ramming enemies when my hull is down, taking out my own balloon to Goomba people, and abusing the *hell* out of Chute Vent and Moonshine. It generally works pretty well.
The goldfish is a very simple ship. This still gets me killed in pub games. Again, and again, and again.
New engineers don't know how to reflexively prioritize on the fly, or that that hull is probably going down 3 seconds after the rebuild, or that I only need flamethrowers once in a blue moon. New Gunners don't know that they have engaged in a holy contract of marriage to the hull and front gun, and that touching the flamethrowers means that they've just declared their uselessness. Even if they *do* keep up with the pressure, it's not fun. Before I got wise, I've had matches that I 5-0, that my crew have absolutely hated me for. Ships where new players are stuck doing something repetitive-gunning a single gun, or on constant repair rounds, and not entertaining at early levels. In fact, I've think I've played games again you, specifically, that I've lost because even though my positioning was good, my crew couldn't keep up, and you were good enough to take advantage of that.
So, you have to play for your crew. New players want simple repair priorities, a gun to claim as their own, and "intuitive" layouts. With this in mind, I'd suggest learning to pilot without tools, when possible, or at least use them minimally. It'll help your innate skills and reflexes-learning to compensate, and it'll make new crews thank you.
Take carro/flame rather than gat banshee, and recognize that many allys can't support a squid, because they're more likely to try to run, engines exposed from the enemy, rather than force the enemy to pay attention to them instead of you. Understand that they're not going to be able to learn to divide attention between hull and engines the way it needs when they're still learning to prioritise whatsoever, and don't hate them for it.
For *any* unfamiliar crew, call everything. "Hull down." "Burning Balloon." "We're running." "Hwatcha coming in." Also, most importantly, call when you're engaging. It'll help your awareness, and help your crew learn to work as a unit.
I like to start new crews with a few matches on Gat/Flack, Mercury/Artemis Junker. The simple, forgiving gun combinations tend to help new players understand roles, timing hull break, and component prioritization. After a few matches with that, I'll move up to the ship I want to fly, but still pilot a lot more delicately than I would with my normal crew-avoid unsafe rams, and burn components very lightly.
There's only so much you can do as a captain-and sometimes you have to play to your crew's abilities rather than your own talents.