Secondly, I've got some thoughts on passives. In the early forum days I've posted in favor of the idea of having something like "ship captains" (heroes) that can add a passive bonus to a ship (or in this case fleet). Changing a captain on a ship can change the ship's strategy. I think there is value in the line of thought that is being pursued in this thread.
Passive ideas:
Triage
A strict emphasis on cutting losses and using resources to save those most likely to survive first and foremost.
Effect: when taking damage, the crew lost is regenerated if no additional damage is taken within 6 seconds
No One Left Behind
Every effort is made to save crew that were engaged in previous encounters.
Effect: after a ship is lost, the next encounter (within the same battle) has the starting crew increased by 10 as survivors are salvaged from the debris.
Quantum Acceleration
When cruising with a stable energy load, ship systems can run at higher efficiency.
Effect: while energy bar is at 100% ability cooldown is reduced by 50%
Stifling Lock
Deep insights into structural integrity and stresses allow for exploitative targeting.
Effect: when damaging an enemy ship, the enemy ship additionally loses 6 energy
Merzer Doctrine
Anything goes and the engineers can clean up the mess afterward.
Effect: all ability ranges are increased 100% - but damage is reduced by 20%
Abrasive Overload
Successive salvos of attacks can progressively erode defensive counter-measures.
Effect: each time the enemy ship is damaged, the damage is increased by 1 (0 bonus initially, then +1, then +2, and so forth up to +6). The bonus damage resets to 0 if the enemy ship does not take damage for 10 seconds
Suppressive Fire
Fleet firing strategy can be coordinated to minimize the chance of enemy counter attacks.
Effect: when damaging an enemy ship, the energy cost for its abilities is doubled for 4 seconds
Close Combat Optimization
Specializing in imminent range exchanges allows for significantly altered firing protocols.
Effect: increases damage dealt to enemy ships by 8, but only when enemy ship is within X (short distance) units
Rainbow World Alliance
Diversifying can yield significant system improvement if the resources are properly leveraged.
Effect: increase all ship parameters (speed, acceleration, turn-rate, firing rate, damage, etc) by 2% for each different type of ship in the fleet (determined at start of battle)
Synced Phase Shift
Normally a fleet cannot operate cohesively using phase shifting technology; quantum-synced phase shifts overcome this limitation.
Effect: there is a 25% chance that any damage or debuff received is ignored