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This is a known From The Depths base-game bug and it can currently be resolved by restarting the game.
I was thinking way simpler than that for NPCs, just something that can man your stations as a backup in case your ship's AI is dead/dumb or to replace it entirely, and to shoot at boarders or board nearby enemy ships themselves.
Going back to ship design, I believe it would enhance the depth by providing a gameplay reason for making your ships walkable, so your crew could access your ship's stations in the event of a lucky shot on your AI bits. This would add depth to building, do you want to go with automated innards but risk having your ship bricked by an unlucky shell, or take time to make your ship livable to house a crew but also potentially costing more or creating weakpoints?
Plus, it would also make boarding no longer risk-free, as right now there is no way to stop someone from hopping onto your ship and tunneling to the important bits with hand weapons.
The mod's NPCs were intended to be far more lifelike.
Campaign designs would also get their own respective NPCs, like the DWG would have boarding pirates on the Jacob's Scorn. OW would have knights, ETC.
However this is a significant feature to add to the game since nearly none of the old NPC code works anymore, and is far more complicated.
Furthermore from what a significant section of the community suggests, the bulk of the gameplay is around ship design.
NPCs and Skill/Fleet buffs contradict this, and thus no longer fit with the theme of FTD.
Crew and the Fleet Buffs system is likely best reserved for another game.
Maybe it will be present in the next game the FTD devs have teased in the official discord server, but who knows?