Ahh I see. So it would probably be a good idea to drop my team off on some asteroids first for training
Two more quick questions-What benefit do you have to surveying a warp point? (If i am interpreting that correctly) Once it is grav-surveyed by a vessel doesn't it just lead somewhere?
and
How much of a role do officers play in ship combat? If I have extra should I just give each ship a commander? Is there a "task force commander" similar to the sector command for planet administration or something? How do I train them in formations and all that? What do the officer traits do (Not the personality ones, I know they don't do any but the combat ones like logistics etc)?
Well I guess that one is not really quick, but every bit you guys are helping me really lets me enjoy the best aspects of the game-Gotta love the depth.
Asteroids take a very, very long time to survey by Team... not much good for training. Moons or junk (no minerals) planets are better for training.
Ships with jump engines can transit already-mapped warp points. Commercial ships need commercial jump engines, military ships need military jump engines. Or you can use a Jump Tender (a large, jump-drive-equipped ship that sits on the jump point and holds it open for other vessels), or build a jump gate.
All ships should have commanders, yes. Crew Training is a good trait, as is Fleet Movement Initiative. Other traits are more specialized... Factory Production for Jump Gate Constructors, Logistics fo Cargo/Colony ships, Survey for Geo/Grav scout ships, Intel for sensor ships, Terraforming for Terraformers, and so on.
You can include a Flag Bridge on a command ship if you want to bring some senior officers along, similar to what a a Sector Commander does for planets.