I've looked at the other suggestions advocating for leadership roles, but I think my spin on it is unique enough to warrant a separate discussion. These leader roles are special crew types that offer buffs to the ship and crew at the cost of otherwise standing around being useless. Leader roles are hypothetically well-suited to suit almost any ship design that isn't a small one, as the biggest cost of having a captain or officer is ship space.
Captain: The captain a special crew type that cannot transport energy or ammo, and neither can he operate any room except the control room. One captain occupies a quarters. By default, the captain does nothing and must be assigned to a room manually. When assigned to a room, he will do nothing except stand in it to grant his effect. The buffs provided by captains do not stack.
Effect: As long as the captain is manning a room. he grants a [value pending]% speed bonus to crew in a large radius around him, and crew cannot be slowed down by going the wrong way up moving walkways or getting caught on other crew. This area of effect does not stack with other captains, and cannot affect any crew members that are unable make a path to the room the captain is stationed in.
Alternative effect: The captain accelerates the operating speed of the room he is in by 100%. Weapons will fire at double the rate (Ion Beams generate damage as if they were two) and reactors, factories and engines operate at double the speed. FTL Drives and Shield Generators gain twice as much energy from battery reloads. As a result of this overclocking effect, the room consumes energy and ammo at twice the normal rate as well.
Officer: The officer, like the above captain, is a special crew type that cannot transport energy or ammo. One officer occupies a bunk, and three officers occupy a quarters. The officer does nothing on his own, and must be specifically assigned to a room to work. When he is assigned to a room, he goes there and stands in it to grant his effect rather than assuming a workstation directly, requiring actual crew to make the room or weapon function.
Effect: When the officer is assigned to a room, he reduces the power consumption rate of the room by [value pending; I fancy 20%] or so. Power generators increase the power generation rate by a small amount when one officer is in them. Crew also move through his room at full speed while he is standing around in it. Multiple officers contribute rapidly diminishing returns.