A Few Major Crew Management Problems
1. There is no historical accuracy. I have looked primarily at Gato and Balao crew lists on the web and compiled a statistical average crew for a typical WW2 boat. It had 7 officers counting the Captain, 7 Chiefs, 13 First Class Petty Officers, 20 Second Class, and 19 Third Class. The crew is filled out with 14 Seaman or Fireman First Class, and 2 Second Class. I have only found one patrol with a Seaman or Fireman Apprentice. The game supplies you with the lowest rank of each class.
2. The game imposes limits on how many petty officers you can put on the boat but imposes none on itself. If you want to rotate one first class torpedoman out and replace with a third class, you probably won't be able to do it. You very well could have to remove three of four POs until you can add one. Then since you are at the limit you must fill the spaces with apprentices.
3. Every crew member added will start with no experience no matter what the rank. This means the First class PO and the Apprentice you add to the boat will both be ready for promotion to Chief at the same time.
Unless you are into editing the UPC files you can not have a realistic crew unless you set it up at the start of a career, turn off the game's ability to promote and lleave things be. Not much fun but I have not been able to defeat the flaws in the system. However I haven't given up yet. I hope to find a way to rig the crew management screen in the office to have experienced senior and junior potential crew for hire but I haven't managed it yet.
For Hoss1193 How to raise the crew limits?
http://www.subsim.com/radioroom/showthread.php?t=146788 Special Abilities are given when the crew member is promoted and only to E-6 and above. The ability received seems to be totally random and not related to the crew member's specialty.