I grant Engineers mechanic and electronic at level 0 - I've known too many engineers that have no idea which end of a hammer to use...
I allow navigators and gunners to use sensors at a -1 because that is part of their job.
Except ... long range sensors operation is explicitly mentioned in the writeup for the navigation skill in LBB1.81.
LBB1.81, p21 (bold added to draw attention to relevant passage):
Navigation: The individual has training and expertise in the art and science of interplanetary and interstellar navigation.
Travel between worlds depends on the starships and their crews; the navigator is relied upon to plot the course and to insure that correct information is made available to the pilot and crew as they need it. The navigator interprets the long-range data provided by the ship's scanners and detectors. Navigation expertise qualifies a character for the job position of navigator on a starship or interplanetary vessel.
My personal interpretation of this is that pilots are "adequate" for short range (12 hours or less) voyages that can be undertaken by small/big craft. Even at orbital velocities, voyages of less than 12 hours can be "handled" just fine by pilots since everything is (effectively) "short range" in navigation terms.
Note that
~12 hours is typically plenty of time to maneuver out of "most" jump shadows in order to reach a jump point. So for many interstellar starships of 200 tons or less, there is rarely a "need" for a navigator. A large majority of planet to moon or even moon to moon transits within orbit of a single planet can be undertaken in less than 12 hours, so "local" transfers can be handled just fine by pilots. Additionally, interplanetary charter prices (Cr1 per ton per hour) have a minimum of 12 hours built into their pricing (LBB2.81, p9) ... which isn't a coincidence.
It's when you start getting beyond 12+ hours of voyage time on maneuver drive that you start needing navigators to plot your courses to keep your craft on track to reach your destination (reliably). Thus, any interplanetary craft (or even just small craft with a stateroom to extend crew endurance beyond 12-24 hours of life support reserves) will need to have a navigator (if operating solo/independently). This has implications for system defense boats and fighters, which may need to conduct long duration patrols and/or distant rendezvous from their base of operations or parent craft. In a carrier type context, the navigator aboard the carrier can provide the necessary skill to support patrol operations of fighters and sub-craft while those sub-craft are (effectively) "tethered" or otherwise in communication range to the carrier. However, if those sub-craft are assigned missions that take them more than 12 hours maneuver time away from their parent carrier and/or require them to be operating independently (silent running, etc.) then navigation skill becomes important for those crews operating at those distances and they can't rely on the navigator "back on the carrier" to provide that skill to them.
Point being that navigation skill isn't JUST relevant to interstellar jumping ... it can also be highly relevant to long range interplanetary reconnaissance and survey missions, deep strike/long loiter time mission tasking for system defense fleet maneuvers, along with a whole host of other applications ranging from prospecting/mining to search & rescue to salvage & recovery operations. Knowing WHERE you are and WHERE YOU'RE GOING over time frames of longer than 12 hours become excruciatingly important when making (longer) transits in normal space under maneuver drive power (which, I know, most Players, Referees and Campaign Settings all too conveniently ignore in favor of the more "sexy" jump drive stuff).
Your mileage may vary, of course.
Point being that navigators are not a "waste of a stateroom" and an unwanted expense (crew salary and life support) that get "foisted" upon starships over 200 tons for "no reason" whatsoever. Navigators enable craft to operate more than 12 hours of maneuver acceleration distant from any base of operations or otherwise "known" location (such as planets/moons). They aren't JUST a "permission slip" needed to be able to jump.
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