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They leveled up reasonably fast just from patching up the away team (yes they wear red shirts) and were able to do the other augmentations.
I think the best way regarding skill management is to actually specialise crew now. so once you have a big enough crew to do it, disable roles crew arent ever going to be great at. that way the higher potential crew get to practice that task more.
This I did with said away team. As the best guns need skill 5, they all had to be capable of at least that eventually before donning the red shirt. This meant I would only use those guys for ship clearance and they would skill up faster. You can apply the same principle across other jobs too,,, my crafters have the highest industry potential have the work speed and accident reduction augments, everyone else is set to lowest setting of "only if nobody else will do the job".
You can also leave 3 or more crew members outside of cryobeds during interstellar travels, they will need to rest on medical beds as well.
Capture enemies and turn on the option (is turned on by default) to heal them.
If you want to rush skill lv 6 faster allow 1 only person to give heals.
As you said the surgical enhancement is a powerful option, so in my opinion shouldn't be easily to obtain.
NERD!! LOL I like that idea as well, I might start making uniforms for my crew haha
Thats what worked for me, I set my 3 best (5 skill) doctors as the only ones who could do healing and they leveled up before my captured guy with 6 skill got recruited. Now I have about 6 or 7 doctors with 6+ skill.
Keep in mind I have 99+ crew, so thats still a relatively low percentage of doctors, but seems comfortable to me. It will hurt though if one of them starves to death or gets murderized.
But I'm sure that Devs will either add holo-decks (or at least some non-copyright infringing VR training) or allow education via paying other factions at some point... soon would be nice.
Designate your best medic as the doctor and ensure others arent assigned to ever do the job. ... whenever you have crew back from fights or simply injured by other means, that 1 person will tend to them in the hospital bed and gain xp.
Surgical XP is completely busted and gives 0 base XP. The 5'ish XP comes from medical time, which is incredibly short because the surgery job only takes a few seconds.
Most med XP comes from treatment, both closing open wounds and applying the healing buff.