Expertise
Operational Expertise asks whether the Captain, Crew, automation, and hull support are prepared for the complexity of the fitted systems involved in the current capability.
Expertise measures support for the fitted complexity.
For Transit, Extraction, Recovery, Scanning, Science, Combat, and Repair, the game builds an operational Expertise score from the professional skills relevant to that capability, then compares it to the strongest recommendation among the fitted systems involved. Meeting or exceeding the recommendation removes the Expertise penalty; falling short creates a bounded operating burden rather than blocking the activity.
Under-expertise has consequences beyond a smaller number.
Each capability uses the professional skills that make sense for that work.
Extraction leans on Industrial Operations and Engineering. Scanning leans on Surveying, Navigation, and Research. Combat draws from Gunnery, Command, Piloting, and Engineering. Other capabilities use their own relevant skill groups. Captain readiness, Crew readiness and service, ship computers, and hull support affect how much operational Expertise the organization can bring.
Operating knowledge and manufacturing knowledge are separate.
The Captain's discipline → subdomain → exact-design engineering knowledge is used by Manufacturing and Reverse Engineering. Operational Expertise instead asks whether the active ship organization can competently run its fitted systems for a particular capability. They can reinforce the same fantasy without being the same stat.