tbh i dont mind spending points however i do agree that the current skill trees need to be reviewed. perhaps split up more
example there are 3 main weapon types
T1 lasers:
Skills
“Energy management: lvl 1-5 Decreases the energy usage by x % per level”
“Lens hardenning - lvl 1-5 Damage output increase per level” (if modulated lasers are implemented, then split these up into beam and modulated) Pre-Requirement energy management lvl 3, unlocks skill, but to get too lvl 5 you need lvl 5 in the pre-req skill
“Heat control - lvl 1-5, increases firing speed by x%, Pre-req lens hardening lvl 3 to unlock”
“EM level control - lvl1-5 hightened shield damage output”
“Radiation control - lvl 1-5 Hightened hull damage output” (these two give penalty if used on same ship, 25% effectiveness per module penalty forcing players to take specific roles)
similar setups for other two weapon types, but in their own tech tree
T2 lasers:
Same skills but advanced further
T3 lasers commander class skill sets initial specialisation skills skermisher/sniper/command
skermisher: buffs to damage/firing speed, but penelising accuracy and Range (if modulated lasers are implemented, addtional bonus could be given to this class)
Sniper: buffs to accuracy/Range but penelising energy control/firing speed (beam laser specific bonusses)
Command: Buffs team laser damage and enegry consumption, penalises damage/firing speed.
T4 lasers
Additional bonus to above mentioned classes, but reduces penalty ratings by x% per level
just an idea