Thanks - excellent feedback!
I don't like seeing the spaceship = submarine analogy pushed too far, but the RW inspiration for this is the U.S. Navy Submarine training. To quote from http://www.navy.mil/navydata/cno/n87/faq.html:
- 9. ...each crew has to be able to operate, maintain, and repair every system or piece of equipment on board. ... Regardless of their specialty, everyone also has to learn how everything on the ship works and how to respond in emergencies to become "qualified in submarines" and earn the right to wear the coveted gold or silver dolphins on their uniform.
The aspect that makes the analogy appropriate I take from http://usmilitary.about.com/od/navyassign/a/silentservice.htm:
- “The difference in damage control philosophies between us and a surface ship is that if we start sinking because of a casualty, there’s nowhere to escape,” said Chief Electronics Technician (SS) William Murtha, USS Maine’s (SSBN 741) Blue Crew 3M and drill simulator coordinator. “We can’t jump on any life boats, abandon the ship or parachute out of a plane to avoid the fire, flooding or catastrophic mechanical failure.”
(Well, technically, they do have some limited 'escape' options and probably better chances than a stranded spacer, but only just.)
So, for the Scout service in particular, I see something akin to the 'warfare qualification card' as part of the basic training and first term of service. The Navy, like
Captain Jonah points out, probably should depend on scale (i.e. Capital ships 'of the Line' versus smaller ships) which is also setting dependent. I excluded capital ship skills from the skill, but excluding Pilot and Gunner (see below) takes care of this, I think.
Far Trader, I certainly see where for Belters (just haven't look at their career) and Free Trader and Merchant Marine specialties of Merchants might apply, but hesitate on Broker. Mostly though, the fact that civilian training tends not to worry as much about life and death - its more about ROI and, bottom line, ships can be salvaged.

So I see it less likely that their 'basic training' would encompass such.
rust, the Navy basic training already provides for Pilot-0 as does Scouts, which is the reason I included it. Scouts has Astrogation for everyone and Navy has Gunner, but I agree these don't really fit the idea so much. So, I'll exclude Pilot, Astrogation and Gunner.
However, Engineering(Life Support) is especially important and the other specialties can be critical if damage or casualties are sustained. I also didn't want to over complicate by calling out individual specialties under a skill. I think our read on level-0 skills is different. I see level-0 as basic familiarity training - by the definition in the book and since the rule mechanics assume one will fail (~60%) of the time at that level on even average tasks. In an initial four year term I wouldn't expect its too much to cover basics of Engineering - operation and simple repair.
Most of these skills can be acquired in the Navy and Scout careers - the problem I see is they are still a crap shoot and they seem fundamentally essential (most especially for Scouts). Metagame-wise, MgT offers package and connection skills which compensate for these, but they are level-1 and I like more characters to have level-0 ship skills to encourage 'risky' play. Also, a general spaceship operations skill just makes since for careers that are spaceship bound.
So, I have Spacecraft Ops as part of basic training for Scouts and maybe Navy, to include at level-0: Engineering, Comms, Sensors, Computer, Vacc, Zero-G, Mechanical.
Any ideas on making this available in other careers (without re-writing them)? Other feedback also appreciated, of course!