1- Core fitting skills. Why? So you can fly ships with GOOD fits, that is why. Either to fight stuff, flee from stuff, find stuff, transport stuff, etc. And EVE is based on ships, mostly (yeah, I know, trade and industry pays a lot, ISK is needed for everything, yadayada, but without ships, your opportunities in these specializations will be very fewer). In a word: SURVIVAL. And here I try to begin the proper answer. So, we've got:
- Engineering 5: Basic understanding of
spaceship energy grid systems. 5%
Bonus to ship’s powergrid output per
skill level.More powergrid, better
modules you’ll be able to fit.
- Electronics 5: Basic understanding of
spaceship sensory and computer
systems. 5% Bonus to ship CPU output
per skill level. It boosts your CPU
capacity. hence it dictatea what you
can or can’t fit to your ship.
- Energy Management 5: Skill at
regulating your ship’s overall energy
capacity. 5% bonus to capacitor
capacity per skill level. Capacitor
recharge rate is measured in seconds.
Again, survival. If you fit bad ass
stuff and can use'em it only once,
sitting like a duck in a pond without
water and full of hunters around you,
and still likes it, EVE ain't for
you...
- Energy Systems Operation 5: Skill at
operating your ship’s capacitor,
capacitor boosters and other basic
energy modules. *5% reduction in
capacitor recharge time per skill
level.*This helps your cap recharge
rate. Don't be a sitting duck.
- Energy Grid Upgrades 5: Skill at
installing power upgrades (capacitor
battery and power diagnostic units).
5% reduction in CPU needs of modules
requiring Energy Grid Upgrades per
skill level. Helps the mitigation of
fitting difficulties, enabling
you to armor tank, shield tank, etc.
Again, survival.
- Mechanic 5: Skill at maintaining the
mechanical components and structural
integrity of a spaceship. 5% bonus to
structure hit points per skill level.
A pre-requisite for armor and hull
self and remote repairers, plating,
salvaging , jury rigging.
- Shield Management 5: Skill at
regulating a spaceship’s shield
systems. 5% bonus to shield capacity
per skill level. Good for everybody,
but specially for shield tankers.
- Shield Operation 5: Skill at
operating a spaceship’s shield
systems, including the use of shield
boosters and other basic shield
modules. 5% reduction in shield
recharge time per skill level.
- Hull Upgrade 5: Skill at maintaining
your ship’s armour and installing
hull upgrades like expanded
cargoholds and inertial stabilizers.
5% bonus to armor hit points
per skill level. Enables armor plates
and active hardeners, resistance
plates, inertial stabilizers, cargo
expanders, nanofibers, and reinforced
hull bulkheads.
- Repair Systems 5: Operation of
armor/hull repair modules. 5%
reduction in repair systems duration
per skill level.
- Drones 5: Skill at remote controlling
drones. Can operate 1 drone per skill
level. Important for tight
situations... and there is a lot
of'em in EVE.
- Weapon Upgrades 5: Knowledge of
gunnery computer systems, including
the use of weapon upgrade modules. 5%
reduction per skill level in the CPU
needs of weapon turrets, launchers
and smartbombs. Enables you to use
weapon upgrades.
2- Ships skills and their weapon specialization or module specialization skill, but always taking into account the bonus your "wanted" ship offers.
To sum it up, if you want to play fighters, go for Assult Frigates V + Weapon Specialization "of choice for your race + offered bonus by ship", like Assault Ships V + Small Blaster Specialization V for Gallente, and so on. Or Interceptors V + Small Autocannon Specialization V for Minmatar. Hopefully you got the idea.
Man, I think you hit the nail on the head. Good calls, particularly the first, since it’s a mainstay fleet and gang ship, too, in nullsec particularly, and extremely versatile with great dps potential.
I can’t checkmark you for answering your own question though. lol