Depends on whether you want "officer management" to be something you do once at the start of the game (e.g. "fill all slots and that's enough")As opposed to trying to find a quartermaster with the right +1 to offset the -1 incurred by your other officers, then trying to find someone to offset the -1 from that quartermaster, etc. That could be considered a bit dull. Better to just "hire any quartermaster, mission accomplished, never need to think about that again", then find some cargo for the quartermaster to sell. Whether you have the quartermaster buy it or have your cannoneer persuade someone to give it to you, that's your choice, but either way is a lot more fun than endlessly trying to balance the bonuses and penalties from officers.
or you want such "human resource management" to remain important throughout the entirety of the game.
Also a perfectly good idea.The idea of a unique officer bringing a skill to 11 was just a suggestion for a way to give him a unique bonus. If that can't be made to work, what about the other suggestion of a few special perks not available by normal means and only assigned to such officers?
I'd prefer regular officers to stay as they are now, and additionally have the occasional special officer with a special advantage. He'd also demand a higher salary or a bigger share of divided loot because he's an expert and he knows it!
I do wonder how much higher the salary would have to be to make it something worth considering, rather than an "instant hire".