Specialist Balance

I think the balance is a little off.
Here are the changes I'd make:
Buffs:
Infiltrator: removes 30 shields (from 20)
Intelligence Officer: increases all sonar range by 40% (from 25%)
Diplomat: You get 2 of them
Princess: Increases shields at local outpost by 10 (from 0)
Thief: Steals 20% (from 15%)
Pirate: Moves at 3x speed towards subs
Nerfs:
Tycoon: 20% increased driller production (from 50%)
King: kills 1 driller for every 6 you have (from every 3)
Navigator: Can only perform future course alterations at an outpost (once en route can't give the sub new commands)
Admiral: Gives no speed speed boost to the admiral himself (only the subs without specialists)
Tinkerer: increases generation by 2x shields (instead of 3x shields)
Minister of Energy: Increases generation by 200 (instead of 300)
Here are the changes I'd make:
Buffs:
Infiltrator: removes 30 shields (from 20)
Intelligence Officer: increases all sonar range by 40% (from 25%)
Diplomat: You get 2 of them
Princess: Increases shields at local outpost by 10 (from 0)
Thief: Steals 20% (from 15%)
Pirate: Moves at 3x speed towards subs
Nerfs:
Tycoon: 20% increased driller production (from 50%)
King: kills 1 driller for every 6 you have (from every 3)
Navigator: Can only perform future course alterations at an outpost (once en route can't give the sub new commands)
Admiral: Gives no speed speed boost to the admiral himself (only the subs without specialists)
Tinkerer: increases generation by 2x shields (instead of 3x shields)
Minister of Energy: Increases generation by 200 (instead of 300)