I have always thought that the ship's crews were an ill defined element in EVE.
I have argued on the 'Features and Suggestions' section in the EVE forums that ship's crew should be a feature within the game. There should be a separate cargo slot where you can stick crew and passengers, just as drone bays have their own slots. These crew might have an effect on your ship, providing bonuses in the same way that rigs have.
The responses I got were "I don't want another thing to micro manage."
Now with the latest patch, Industrialists are able to buy 'teams'. These teams are NPC experts who can make your ship building faster, cheaper and so on.
Could something similar be done with ship's crews? A pilot uses the same interface as the manufacturing 'teams', but can tweak their ship's performance by spending their ISK on better engineers and other crewmen?
I have heard that according to Burning Life, the crew on board are 'unessential', just there for cleaning and maintenance. However the EVE site says that the ships' crew includes more essential jobs such as Engineers and dockworkers to load/unload cargo. It makes sense that a better crew would make for better ship function.
Personally, I imagine that when I am doing my skill training I am training not just myself, but my crew as well. My skills in Engineering are not MY skills, but the skills of the Engineer in my crew. The skill points I have in gunnery are not MY gunnery skills, but the skills of the Gunner I have as part of my crew. This is a lot more believable to me than thinking I am the capsuleer with the 'omni' brain, who just carts around a bunch of janitors and mechanics through space.
I also believe that the higher prices of clones has nothing to do with my clone body being more 'omni' than my last body. The higher prices of clones reflects the fact that I am paying for the clones of my crew as well.
Why should clones increase in price as skill points increase? The clone of a low skilled pilot is not physically/ biologically different than the clone of a highly skilled pilot. It isn't any cheaper or more difficult to perform brain surgery on Forrest Gump than it would be on Albert Einstein.
I am not suggesting that we should be able to use ISK to directly buy more gunnery skill points in the form of a skilled gunner crewman, or that they should be swappable. Nor am I suggesting that when your ship gets demolished, a dozen escape pods emerge. What I am saying is that my own RP definition of my own ship's crew is useful in plugging up what I consider to be plot holes in the idea of capsuleers.