All Hands On Deck can be the only realistic way to recover from a series of crits before they start digging into the d6 "really bad now sir" damage zone, especially when you've got several tracks damaged at once.
All Power To Engines is a no-brainer against Al Malik and Kurgan - unless you're Vuldrok, and sometimes even then.
Bring Battle Shields Online is often less effective than Close Blast Doors as an emergency damage prevention measure, but not always. While the firepower penalties are high, relatively intact dreads gain a whopping 7 shields (9 on the newly restatted Kurgan) - unless you expect to take more than 21 (or 27) damage, BBSO can be a better choice if you can spare the speed.
Come About is pretty vital if you need to make tight turns with a Lumbering ship in a reasonable timeframe. It's unreliably difficult but has no direct penalties, succeed or fail.
Ramming Speed is an excellent way to kill a capital ship quickly, and even with lesser targets it can let you trade a smaller ship for a larger one quite often - especially if you're Vuldrok. Anything with Ram 5 or higher should at least consider ramming if they find themselves in a position to do so, especially if the enemy has been careless enough to position himself so that you have several potential targets available to ram.
Maximum Firepower is a very strong response to an enemy who aggressively moves within 12" of you. It's a particularly good way to deal with boarding attempts on other friendly vessels nearby - you don't want to plink away at a ship that just grappled, you want it dead, dead, dead before its troops can clear the airlocks. Works best on ships with large, even-numbered AD pools and no Precise weapons to make the lost crit chances more expensive (eg Hazat and Al Malik destroyers). It can also be very helpful to Vuldroks, who often struggle to get ships close enough to fire explosive shells and Burnout shields for later slug volleys to exploit, so they want to maximize the effect when they do.
Grapple is mandatory for boarding, one of the main routes to victory. 'Nuff said.
Run Silent is very situational, and works best against a fleet without Scouts and on tables with plenty of dust terrain. If you've got a ship that absolutely needs to stay alive for one more turn, it may be a better option than BBSO or CBD, but the CQ check makes it unreliable. Most likely to see use in an Assassination scenario, especially if the scenario target is an actual stealth ship.