Read the rules a few times over. Looks good. Thanks for putting this together ! If this sim works Ill send you a bottle of something you like hah. I see your wisdom in a lot of the areas I originally critiqued. The one area I still feel we could do without is the "STAFF" element. Im not sure this adds much and how it will look in the game is a bit confusing to me.
I put some questions/ideas below. PLEASE do not feel compelled to respond to them. I know you are busy. I just want to highlight some of my confusions as they may highlight an issue with the rules. If my confusions will be removed during our mock campaign than I can wait patiently hah.
1) The training and storage of crew is a bit confusing to me. It sounds like it would make sense to train and store crew, officers etc at a well defended planet so they can be pulled to staff ships immediately for new campaigns. But I guess we would need to bring the ship to that planet and then hyperspace to the campaign ?
2) It sounds like that team (rebel, GE, etc) may have other ships at other planets being held for *PDF* purposes. For example if my player character is on VSD, and both my character and ship are not needed for a campaign I could be in orbit around another planet. As a result, my team could store several ships we previously purchased for PDF at different planets and not have that impact our SV for a specific campaign. But if the enemy decided to start a campaign against that planet they would be immediately ready to defend and not have to hyperspace in from wherever they were previously. At that point the PDF ships would NOT count as a fleet or against our SV.
3) Diplomacy aspect of taking over a system. It seems like ultimate take over could be time consuming. And requires one player character to be a consular and remain following the 24 hour reduction in SV. If the enemy starts another campaign attack during this the player character is unable to participate. Maybe the process could be simpler or done through an honor system story line post?