I am trying to give my feedback to each individual aspect of the new crew 2.0 system, because with so many features and changes at once, you have to be very precise with the feedback (and its evaluation) as well.
A Single Commander
I can see, that this simplification could work well in the long run and especially for newer players. Although I think it takes away fromt he uniqueness of the current crew system and a more streamlined crew-layout within the same tech-tree could have solved one of the current "problems" as well. Crew layouts (2 vs. 6) crew members become more balanced and the whole system is more streamlined and easier to understand. Therefor it could be a good decision in the long run, but many players will definitely miss individual crew members.
Reworked Skill System
Yeah, that is much needed to be honest. The current skills are old, outdated and quite bland - you just pick as many skills as you can and in most occasions the pick-order is also quite clear. Especially with 0-skill crews and all the bonuses, boosters and rewards that have been available over the last years, crews are slowly starting to get maxed out or at least reached a point, where the remaining skills are pretty much just "nice to have" but nothing to strive for and the current skills itself could be more interesting and impactful as well. 75 skill points in total might be a bit too low, especially if you can put up to 10 points into a skill. Sure, this skill might be stronger than before, but just having 7.5 skills in total does not seem to be a lot. Maybe the skill cap could be scaled to 100 and the talent point requirements to 35 (so you can still get only 2 talents), if it feels too limited.
Talents
With only 75 skill points you can specialize in 2 talents - so these should be quite meaningful. The balance seems a bit off at the moment, some talents do not seem to be that powerful compared to others. If you want a specific talent, you are really forced to put most of your skill points into a specific category. This seems like a logical approach, but it could just lead to amplifying the strong point of a vehicle even further (scouts are getting more viewrange/camo, fast tanks get even faster, damage dealers get even stronger and so on) - the problem with this is, that a vehicle, which is already very strong at a certain aspect, could become quite broken, if you boost that aspect even further (especially if something is percentage based). I really do not like it, that many talents are time-limited (short boosts); this might push the pace of battles even further (people rush out to take advantage of that bonus) and in my opinion, battles have already become way to short/fast.
Crew Training
No more main qualification (50 % / 75 % crew) is absolutely needed. This system always seemed like a big penalty for free-to-play and especially new players. Putting someone, who just started the game and progressed a bit to tier 3 or 4, at a huge disadvantage might have thrown off so many players from the game in the past, that it puzzles me, this was not removed a long time ago. I know this serves as a gold sink, but I think the damage to the gameplay experience it caused to new players, outweights this.
Crew reset for free (30 % xp loss), 500k credits (10 %) and 750 (!) gold (none). Come on... Really? You still insist of grabbing gold here and paying half a million credits is not enough to not get penalized? And now we have to pay even more, because we can only reset the "entire" crew at once... that's just pathetic. Maybe a fourth option for 1 million credits and no penalty could be added - which would be kinda ridiculous - but I have the feeling that WG lost their feeling how much a million credits can be for a free-to-play player. The huge discrepancy in credits caused by the premium account does not help here either. But there should be a way to not lose xp without paying money!
Two more vehicles per crew - I think everyone will love that feature. Unlock it immediately with gold or reach a certain progress level with your crew? Ok, fair enough - as long as there are no more additional slots locked behind real money only (did I just gave them an idea? ...). But seriously, this is really needed to increase tank diversity again, allow players to play different vehicles and tiers without the feeling of putting themself at a huge disadvantage or wasting time, because they are not leveling up their "main" crews. So that feature is a big plus in any case.
Instructors
They seem to be pretty weak. 1-2 extra skill points for something, that used to be an amazing award? All the female/special crews, people grinded hard for in ranked, cw, campaigns, marathons and so on (and also payed real money for) become just a "tier 3 instructor"? Which means, that they become completely redundant once you start introducing methods of acquiring (more) tier 2 and tier 1 instructors...
Conversion of Existing Crews
75 skill points do not seem like a lot and this limit is "already" reached with 5 full skills in the current system. Now you can only select a very limited amount of skills compared to before. Again, this seems to be a massive nerf for players, that spend a lot of time and effort into acquiring 0-skill crews, leveling/grinding them up, converted credits or even free xp into crew xp and so on. Unfortunately, you did not share enough details about the "Professional Expertise" (elite progression after reaching level 75), which gives "a small increase to their vehicle handling level". What exactly does that mean? Is the progression infinite? How does it scale? We need more details here and in the end it could compensate / balance out for the critic I wrote above.
EDIT: Some of these questions can be answered by playing around with the calculator. It seems there is enough room to progress further than just the 75 skill levels, in fact you need a 8.551 skill crew (9.551 for females) to get a fully maxed out 2.0 crew. Scaling seems reasonable, not op but still rewarding.
HeatResistantBFG, on 23 February 2021 - 10:12 AM, said:
ZDN, on 23 February 2021 - 10:11 AM, said:
Can you tell us if i have 5 good crews +5skills,lets say for the french tanks.Can i choose to convert some of the crews into exp for just 2 good crews for the french tech tree?
Love the new crew at first sight!
If you go to near the bottom of the article there is a "converter" that will let you see what your current crews would become when converted 
This does not really answer ZDNs question, but from what I read and saw in the video, it is only possible to convert crew members with up to 1 skill into "crew books". Why is that limited? All these changes are requiring a massive restructuring of our current crews and their distribution to certain tanks. Some crews will become redundant, if you can just use one crew in multiple vehicles now (for example russian mediums or heavies) - crews, which again, players have spend a lot of time, effort and resources into leveling them up to that stage. So, there should not be any limit and players should be able to freely chose whether they want to convert the crew into a new commander or into crew books.
Edited by The_Ich, 23 February 2021 - 03:46 PM.