You might consider examining skill sets somewhat differently than from what I have seen above.
From a pilot's perspective you would need to not only be aware of the capabilities of your ship but you would also need to know how to navigate around or through hazards, dock at starports/motherships safely, land and takeoff from planets of differing environments. Depending on the types of hazards in game you might develop skill sets that might enable navigation through or utilisation of...for example the ability to weave through an asteroid field or slingshot off planet or land successfully on an asteroid with microgravity are possible ways you might explore with regards to travel shortcuts, fuel savings or opening access to previously inaccessible environments.
From an engineering perspective: You may not always have the parts on hand to make repairs by slotting the right spares in which means jerryrigging fixes utilising whatever is at hand. Oftentimes you might find yourself in a situation of needing a tool or a machine to be created to service a particular unique need...for example a vacuum hose to suck up some exotic atmospheric gases from a planet you cannot land on in order to replenish your fuel. Or perhaps marrying alien technologies into your spaceship in order to utilise them or simply being able to determine whether the unusual piece of alien technology is something more than a toilet seat.
Combat skill sets you might consider from the perspective of not making them anything more than simply a license structure for example; The (legally obtained) planetbuster bomb might require you to have qualified and met an incredibly stringent set of conditions but in meeting them you would have a better understanding in the implementation of the bombs as opposed to a "pirate ship" with their (illegally obtained) planetbuster bomb i.e. inline with this link. Licensing requirements might also lead to trade opportunities (either as a company salesman or gunrunner) with regards the selling and obtaining of combat related equipment.
You might also wish to consider such things as a master trader tree by where you develop skills associated with trade, languages, legal knowledge, diplomacy. Dependant on your skill level and reputation established you might open previously inaccessible markets, receive more comprehensive trade reports i.e. be made aware of shortages or surpluses. Other aspects might be ameliorating offended aliens by your drunken crew's antics of urinating against the sacred wall of kybosh.
Hope this helps :)