Thank you all for your feedback so far. I'd like to address some specific concerns, and talk a little bit about what we are planning as we move forward.
1. Numbers: The numbers on the Test Server right now are not final. These are mostly ballpark placeholders we used for implementation, and do not represent what things will ultimately look like. Repairs in particular are going to be reduced in power considerably.
2. Classes: In the current implementation, classes do share a lot of skills. This was also true with the old skill system, there were a lot of skills that functioned the same way between classes but had different names or a slightly different magnitude of effect. Our goal was to make it easier to learn to play a new class by reducing this redundancy, but we hear your feedback that we went too far in this direction, and will work on making the distinction between the classes more clear.
3. Materials for repairs: Like the numbers, the items required for the repair skills are not final, but we do plan to have repairs consume items from the cargo hold. We recognize that this gives a defensive advantage to ships with large cargo holds, but those ships will have reduced offensive capabilities. The repair skills themselves will also be adjusted so that the larger cargo hold is a strategic, but not a tactical, advantage.
We are listening to what you have to say, and want to hear your thoughts about the new skills. There are test events on Friday and Saturday. We know that what's on the Test Server right now is extremely rough, but encourage you to play it and let us know what you think. We will try to have the next Test Server release out early next week, which will include balance adjustments and bug fixes.