While playing, my ADHD brain is going through the issues I see, running through the possible solutions and how they would play out .. so what you see is only the final product of a thousand other ideas that didn't work (or didn't work as well).
But ... if you're curious as to why I view these things as important, or more specific details on how they would work, see below:
I. Current System:
Spoiler: More
Currently, certain items are not given crew bonuses until mid to late-game, and the amount of crew bonuses between items vary drastically. Also, the difference in cooldowns and number of projectiles lead to large jumps in power at random times.
A small change to balance the late-game dominance of an item could make lower leveled versions severely underpowered. In order to compensate for this, different balance changes have been made at different levels. This method of balancing is both time consuming and makes it difficult to accurately predict the consequences at each stage of the game. More importantly, this makes gear score weights less accurate.
Additionally, players are encouraged to play (and are restricted to) one set of items and one ship by the ST. This speeds progress to the end-game drastically, makes the game boring faster, while also limiting the player's need for resources (items, leveling gold/sugar, item perks, etc.) (i.e., fewer epic crate purchases, ad-watches, VIP subs, event coin purchases, etc.).
In other words, the current ST is not only restrictive and uneven, but it also encourages the wrong type of behavior (for entertainment and revenue-generation purposes alike).
II. New System - Why straight-forward relationships are important:
Players want to see balance changes, shifting metas, more gameplay variety, and new content.
Spoiler: Relationships, Scaling, Variety, Strategy, and Mk Upgrades
The main idea is to make it as easy as possible to make the adjustments that players don't notice or don't care about so that more time can be devoted to new content creation and debugging - or the things players notice.
A. Standardized Relationships:
With each item increasing at the same rate from early-game to late-game - keeping the same relationship with other items throughout the game - balancing adjustments are as easy as making an adjustment to the base stats.
B. How items, HP, damage, and speed should scale?
All item stats should increase at the same rate from common to legendary. E.g., a L25 rare will be equal to a L50 uncommon and a L1 epic.
In the skill tree, weapon damage has the potential to increase by 12% per tier. The player's ship HP and shield HP are each increasing by 10% while also building a 3% resistance at each tier, but this is balanced with rarity of item sets increasing. Likewise, with increased ship speed, item projectile speed should also increase.
With base stat adjustments for number of perk slots, projectiles, cooldowns, and range, items will become equally viable in the early game and the relationships will stay more constant - and easier to rate.
C. More Variety, More Strategy:
The current Skill Tree conflicts are often arbitrary and only serve to limit content. With a less restrictive skill tree, devs would receive better data about use rates and player preferences for balancing purposes, and players would have more content available to them.
Moreover, this unlocking of content instantly expands the readily available content by over 80%, thereby increasing the number of playable hours (or time it takes to hit their endgame) exponentially.
Similarly, this skill tree is more strategic IMO. It would encourage more strategy discussion. I can already see the litany of YouTube vids about how to best set up each item.
D. Mk Upgrades
The current Skill Tree does a great deal to boost ship stats, but the Mk ship upgrades themselves are negligible - often less than one shot's damage worth of HP. This negligible upgrade immediately forces players into tougher matches, often decreasing their infamy and making them regret their decision to upgrade. As such, players are encouraged to train for crew bonuses, but keep their lower Mk ships for easier infamy and event matches.
Under the proposed Skill Tree , the ship Mk bonuses would be limited to their respective level in the Skill Tree, e.g., a Mk2 is limited to Tier 2 and lower bonuses. Thus, players would be encouraged to upgrade their ship levels to take advantage of more of the Skill Tree bonuses.
Additionally, as each ship level (with its respective tier bonuses) would be a much more significant upgrade, players would feel as though they are progressing and getting stronger - and should increase their infamy.
This change should also decrease the range of infamy between players using the same ship level - which would appear more "fair" to the players that have an issue seeing ships two Mk levels above theirs in matches.
III. Better Matchmaking
This system should eliminate the need for Power Score adjustments and make Gear Scores calculations standarized (and more accurate).
Spoiler: Power and Gear Scores
A. Power Score ("PS"):
PS adjustments are the most difficult to make. Each crew and item bonus has a different value to different players.
With this skill tree, PS adjustments would no longer be necessary. Each ship (and equipped items) could be limited by its respective ST training tier.
As an example, a L50 captain using a mk2 will only receive the T1 and T2 ST bonuses. Event MM would balance item strength purely with gear score.
B. Gear Score ("GS"):
Each item of the same type, rarity and level will have the same GS (assuming the number of projectiles and perk slots are equalized as well). If an item is too strong for its GS, a simple adjustment can be made to its base stats.
E.g., if a legendary L1 sniper had a GS of 1000, so will every other red legendary L1 item.
However, equal level blue and yellow items may have lower GSs than red items to prevent event matchmaking ("MM") manipulation (by using weaker blue/yellow items with stronger weapons).
IV. How this system adds value?
Spoiler: More
This system makes life much easier when balancing, adjusting MM formulas, dealing with seal clubbing issues, and expanding ship tiers, etc. Many of these areas are constantly complained about on the forum, yet even significant improvements are consistently undervalued or go unnoticed by players. If these areas are easier to address, more time could be spent on content that is properly appreciated and valued.
Moreover, this system encourages the right player behavior. Players are encouraged to level and use more items and ships, and speed their crew training - meaning more ad views, VIP subs, crate purchases, and event coin purchases for perks. The additional gameplay variety leads to more interest and much higher threshold for getting bored, since they can easily switch over to a new ship and items (which is great for streamers).
Also, if they see a particular player-type often enough one night, many top players would be encouraged to spend the pearls to switch their resistance talents to even the odds. Thus, pearl spending in the skill tree should increase.