Fiendish Details are CR 9. Roll for initiative.
When it comes to ships, everyone can have some competency due to how I run skills (proficiencies in SS terminology). Most ship based tasks will be based on the equivalent of a skill which anyone could take, and advanced abilities part of class features or perks (aka feats) if they wish to specialize further. Now, one of my stated goals that I hope I am realizing is that you won't need to hyperspecialize in a skill as there are diminishing returns the higher and higher you get. Actually I should go into the proficiency thing.
So there are Combat Proficiencies, and non-combat Proficiencies, and both have diminishing returns. Having proficiency both gives you a bonus on whatever the proficiency is about, and usually unlocks something. In the case of combat proficiencies, such as getting points in "Melee", you are able to use more and more complex and unusual weapons. So no ranks is like simple weapon proficiency, 1 rank is like having martial, 2 is having exotic, 3 is having exotic+, 4 is... etc. Weapons have a proficiency pre-req to use them correctly. Also, with its diminishing returns, it fills in the roll a +X weapon normally would, since Steamspace lacks +X weapons entirely. Non-combat is the same way, where having, say, 3 ranks in Sense Motive lets you try to sense the motive of things entirely inhuman, a task which is beyond that with no ranks.
Anyway, I get to that cause all the major relevant things I can imagine for basic ship operation could be potentially obtained as proficiencies (in this case, Analysis, Craft (various), Knowledge (Technology), Perception, Piloting, and Siege Weapons) could be grabbed by anyone. Specifically in the case of Siege Weapons (and Piloting as well sometimes), those get your Attack or Defense bonus added to them which scales with level anyway, so even if you have no ranks you might have decent Siege and Piloting ability just because you've gotten that good at trying not to die.
Right, I got sidetracked there. So I imagine if you were in the role of Engineer it should be more than just passive damage control, you can also re-direct power to others or just use one of your other skills to grab a hold of the guns with Siege Weapons and start firing.
As for the second thing, can you explain further. What do you mean?