Kuattro
Augur
As oasis789 said, it's all about what your Captain is going to be doing in the game.
My standard MO/Spy/CD, for example, requires me to make attributes priority A, because he's going to be fighting, spying, and trying to solve missions without much of a fuss. So he needs high combat attributes (quickness, because pistols), fortitude, charisma (spying in missions), wisdom (electronics) and as much resilience as possible because death save is always good.
On the LP in the Playground, since I'm going for a Smuggler/Diplomat/Trader, I could have gone with low strength and quickness because he's not going to get involved in crew combat (but I didn't because we're using a modified standard smuggler template). Also, not a lot of wisdom needed if you don't want to. So the only thing you must increase is charisma, and then put as many points as possible in fortitude and then some on resilience, since he's not supposed to risk dying a lot. You can use your crew's saving talents for mission checks.
That way I could've put ship as priority A and started with the Dragoon Cruiser, which would have made for a much more... explosive start of the game. But of course that wouldn't become a Smuggler, would it?
If a Captain is going to concentrate on crew combat (bounty hunter), same thing but in reverse. You don't need charisma nor wisdom nor any of that crap, just straight strength+fortitude and some resilience and just take scalps while your officers take care of commanding the ship.
As long as you adhere to the function you decided for your Captain, any template should be good. The more hybridization you want though, the more attributes you need to increase, so the higher priority they need, in my opinion.
My standard MO/Spy/CD, for example, requires me to make attributes priority A, because he's going to be fighting, spying, and trying to solve missions without much of a fuss. So he needs high combat attributes (quickness, because pistols), fortitude, charisma (spying in missions), wisdom (electronics) and as much resilience as possible because death save is always good.
On the LP in the Playground, since I'm going for a Smuggler/Diplomat/Trader, I could have gone with low strength and quickness because he's not going to get involved in crew combat (but I didn't because we're using a modified standard smuggler template). Also, not a lot of wisdom needed if you don't want to. So the only thing you must increase is charisma, and then put as many points as possible in fortitude and then some on resilience, since he's not supposed to risk dying a lot. You can use your crew's saving talents for mission checks.
That way I could've put ship as priority A and started with the Dragoon Cruiser, which would have made for a much more... explosive start of the game. But of course that wouldn't become a Smuggler, would it?
If a Captain is going to concentrate on crew combat (bounty hunter), same thing but in reverse. You don't need charisma nor wisdom nor any of that crap, just straight strength+fortitude and some resilience and just take scalps while your officers take care of commanding the ship.
As long as you adhere to the function you decided for your Captain, any template should be good. The more hybridization you want though, the more attributes you need to increase, so the higher priority they need, in my opinion.