Davesaint's right on this one --- some the of Admiral abilities pay for themselves ALONE, much less the additional benefits you get (I'm looking at Sheridan's double-dodge, here, as well as the Apollo firing nonfacing missile batteries.) If you get anything else on top of it, it's not balanced. And you do.
Some of the other capabilities have nothing to do with the level of ship they are on, but with the level of the fight that has been rolled. Therefore, the benefit is disconnected from the cost (here, I'm referring to the "Lucky" property) and some are just out-of-hand ridiculous ("Master of Deception" as written can force a boresighted ship not to fire its weaponry at all for a turn).