PyreFox , the combat suggestions are powerful but dangerous. Remember that talents work both ways, so an enemy could also pull your non-combat engineer/mechanic/merchant officer into crew combat, possibly killing them.
I love your Intel suggestion though! Sounds like a good fit.
Talent: Under the Table Type: Ship Encounter Requirements: Reaction of 2+ with a Smuggler
Friendly Smugglers will fence a portion of their goods to you at a discount. Pay (60% - Character Negotiate) of average price for legality 5 or lower good. Up to 10 of the good may be purchased. 4 week cooldown.
Talent: Wild Flying Type: Ship Combat Job: Pilot (let's fill out this job's talents!!) 3 Week Cooldown Requirements: Any range, self buff
Effect: Gain +30% Evasion, +15% Armor, -15% Accuracy, +10 self-morale damage per turn for 3 turns.
Analysis: Has more evasion than Evasive Maneuvers, as well as more armor at the cost of less crew safety in the form of no shield bonus and morale damage from the bumpy flying. Also is more defensive in nature as it hinders your own accuracy. Compare to the Pirate's Barrel Roll: slightly less evasion, trades armor for shields, harms own crew and makes it harder to hit. However, if you have sufficient accuracy, it allows for full damage attacks, unlike barrel roll. Also, it doesn't hurt your escape chances, so it leaves that door open, especially as it can be used from all ranges.