Nope... the PIRATES skills, once you define them, are solid - they stay the same throughout your life.
They define who you are.
so, concerning the number of officers...
how many do you NEED?
navi, Bosun,Gunner carpenter,Doc,moneyman,3 Fighters=9 for your own ship + 4 for the other ships =13
Except if you are like me and always want to have a few "spare" fighters aboard.
Or maybe you want to hire alllllll of the available special Characters ingame, even if they are only passengers?
what about taking a colony, and needing to have a [very good and loyal] "spare" as a governor... raises the need for officers even further.
however, if your goal is to hit the 1.000.000.000 Dollar mark, and the let the man Retire... then 13 should be enough?
As you observe, the differences are sometimes small when 1 or 2 points are not allocated to a Skill.
But they might change the way you Play the game, or what you can ultimately DO with your character, particularly in regards to "Authority".
Waste skills by setting the "wrong" ones?
You WILL misappropriate your skills.

because today you think: i will start with a peaceful trade character. something safe, to get to grips with the game itself.
and tomorrow, after a frustrating day at work you come home and let your peaceful trader shoot the shi* out of a bunch of pirates.
and fail miserably. because he is a trader, has not had any "gunnery" training and nothing.
Or you start your game as a sneaky bastard, good in light weapons, stealth and luck, weak in leadership, and not very charming. a typical Rat of the Night. ou can then win all the card games in a Bar, and have fun amassing tons of cash.
and tomorrow you want to take that guy out to sea, lead an armada against a spanish fortress.
Just because your mood shifted, or you got bored of doing one thing.
In the early stages of a Character, it always helped me to stay focussed for the first two dozen levels.
I have a favorite set of PIRATES skills, which are authority, talent and insight
Authority, to havea lot of officers.
Talent, to make proper progress
Insight, to be a good shot.
Power...
at level 10, you can carry up to 270 units. That does not interest me: once i get the weapons i want (light sword and quad gun), i do not need any exra weapons. I even avoid carrying diamonds and other useless jewelry.
Extra power is of no importance to me.i set it to 2 or 3
Insight:
at least a 6 - as a naval officer, my Gunnery and crew skills will "eventually" reach 100% - but i want that 100% to rest on a high "Foundation" of insight.
If my insight were 1, even with Seadogs for gunners, a top notch Chief gunner, and high cannon and shooting skil... were ridiculous.
reaction:
i keep that low. Okay granted, i loose a few cannon, and swordfights are not my forté...
Thus the early stages of my character are spent on sea, and trading.
Authority:
I want to have a colony once, and all 3 of my fihters should be these hot chicks that we got running around.
as i am a poor fighter, i need escorts.
as i am a poor gunner, i quickly need to find myself a Chief gunner
... at least a 7
Talent:
High - i want to quickly learn new tricks to make up for my weak spots, learn new abilities to make sure i survive.
8.
Endurance:
Same as power...
I am a naval officer. Prolomnged swordfights are not my forte, and as i always carry a pocket full of Red juice and wine, they help me get through some harsh battles. A proper supply of Sail clothing and Planks helps me in the Ship maintenance department... Screw the cargo hold.
3 or 4
Success...
who needs luck? Screw Fortuna! i am making my own luck, with both hands, some proper thinking and a but of tactical planning.
1!
Or...
you take a look at this screenshot.
Take a look at the numbers, and understand that, even i am far into he game (GOF 1.3) i can modify the skills, as i go along. [mouse cursor on "trade" skill.]
So, your Officer can also become "flexible"...