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I've just been playing, you can definitely still do this.
I'd also enjoy trying out some mods, but when I look at them in steam, it's so confusing. And it seems like you need a mod made for the version you're playing. And every time a contributor here says, "Hey this is all messed up," it seems the first go-to solution is, "turn off your mods." If they break the game that much, that's too much bother for me.
That's the go-to solution for people who don't know much about mods but are eager to blame the players for any difficulties they are having with the game. People who actually use mods often do help each other to identify what combinations may be incompatible.
And post 3.7.4, you cannot do this any longer. I can't remember what the specific mechanic is, but I believe you assign one leader for all fleets.
They've done a lot of changes to it. At this point generals and admirals are a single class. I'm pretty sure they reinstated fleet commanders, but it's not the same as it used to be either. A lot of the new leaders act more like buildings than characters.
Like other soft caps, the cap in leaders reflects your authority, doctrines, active decrees and traditions. The stronger the economy and the lesser the empire sprawl, the easier it is to go over the soft cap.
Or perhaps, what is annoying is that the three leaders you appoint as counsellors also provide empire-wide bonuses, on top of being otherwise active commanders, scientists or governors. Newly acquired traits seem to depend on whether they are counsellor or already have counsellor traits, and in the end, a leader may an able counsellor (several counsellor traits), and a less useful active leader (few non counsellor traits), and vice versa.