I haven't got that far into the RPG part of the game, but from what I've seen it all feels very linear, and I don't think you get alternate storylines depending on the choices you make. I could be wrong, though.
So I would happily trade those dialogues for commands or feedback options that relate to operating the sub, like ordering the navigator to plot a course through the Kiel canal or sound for depth under keel. Of course there can still be room for the Hollywood experience: how about a dialogue option with the radio guy: "Den Tipperary Song, wenn ich bitten darf!" (+ 5 morale for all crew except the 2nd watch officer, who is a devoted Party member

).
I don't know how much is possible through scripting, but it would be great if the dialogue reflected what is actually going on in the game. For example the crew getting edgy as you spend weeks on patrol on rough seas with no sightings, a panic attack after prolonged depth charging, the cook reminding you about the state of the rations, etc.
As for the abilities, I feel many of them can be removed or replaced. For example, I don't think the Navigator (who probably shouldn't even be an officer) has anything to do with diving speed. That ability could probably go to the Bosun, who drills the crew to move more quickly. The "increase speed" ability also seems way overpowered. Tone it down or make it so that rather than increase speed, it improves fuel efficiency. With all experience to 0, the crew/boat should handle maybe slightly less than an average crew (after all, they wouldn't send an entirely green crew to sea). And experience should probably be a harder to gain, or the abilities more expensive. After the tutorial I was already able to max out my hydrophone operator. And most importantly: basic commands like ordering battlestations should NOT be special abilities.