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Pilots are a bit different. And you cannot use break points on charisma or any of the other crew stats for that matter. Command and down through awakening on the left side are the only stats those points can be spent upon. Crew are more interested in the potential extra two ability slots. Pilots are very interested in combat stats past 999. But still the ability slots have priority over any skill raises. Being able to slot an extra ability immediately can have a giant impact on how powerful a character is. Especially for warship captains who often have a setup consisting of a ton of aura effects and 2-3 skills increasing the control range those auras are effective within.
Honestly the easiest thing to tell you is a good long term investment early on is limit breaking your ship captains and end game warships. (Archangel, Dominion, Ptolemy 2 Kai being the shoe-in crowd here. Because being able to go underwater is a requirement to even be able to deploy for one of the pesky expansion maps.)
You also cannot spend breakthrough points on support crew stats, so the only way to get really high Charisma is dedicating character abilities to that.
However if you're moving on to Inferno, do note that you do not need to be level 99 to start the easiest missions, but you will want to have made sure you maxed out their capital upgrades (+999 in all combat stats). You'll get kicked around even with 1500-1800 stats and need to be careful, but it's possible.
Also don't worry about grinding pre-inferno too much. Doing the lowest tier Inferno stages gives you much more exp and capital in far less time than grinding the post-game maps on Hell difficulty.
In fact, if you cheese the game with link-attacks, you can get to level 200-300 in a few hours.
If you're going to play the game legitimately, i.e. actually fight units, then you'll want a fair spread of your offensive stat of choice (Range or Melee), you should pick one to specialize in since points are expensive, and then make sure you don't neglect defensive stats. Reaction is optimal, but there's nothing wrong with going Defense or even making tank builds. In fact, Inferno gives you incentive to build diverse teams with specialized roles, as least early on, much like you would in RPGs with Parties. Having a defensive unit with barriers, shields and health regen can help a lot early on.
The alternative might help preserve your insanity with how long Inferno is, and that is to just abuse Link-Attacks, as they have so much more damage and can be used to attack enemies far out of range of your units. This lets you deploy everyone in a turtle formation and wipe out enemies as they come to you and attack you, only using counters and support-blocks while your warship wipes them out. It breaks the game, you can do this even pre-Inferno, but it may make you feel detached from your units since their builds matter less in link-attack calculations than otherwise, as all of the nice combat abilities don't factor in.