So here is what I would do:
General change: Each global specialist can only be hired once.
Admirals: no change
Assassins: no change
Diplomat: keeps the old effect + Reduces the combat priority of each specialist in his range by 1. (Can’t drop it below 2)
Double Agent: no change
Engineer: (keeps the old effects) Repairs drills caused by global effect. (for flavor: Can restore the shield at an outpost destroyed by the Infiltrator’s ability) Local: Negates the Saboteur’s ability.
Foreman: No change
General: no change
Helmsman: No change
Hypnotist: no change
Infiltrator: old effect + The Infiltrator can choose to damage the shield charge permanently, destroying its ability to regenerate. (This means that if the infiltrator can drain shields by arriving at the enemy outpost first and the player chooses to use the infiltrators ability, the shield of that outpost will remain at 0 for the rest of the game, even when the outpost is controlled by the owner of the infiltrator himself)
Inspector: no change
Intelligence Officer: no change
King: no change
Lieutenant: Moves at 1.5 speed. Converts 5 drillers to your side when battling. Combat Priority 7
Martyr: no change
Minister of Energy: no change
Navigator: old effect + can only reroute once per 8 hours.
Pirate: old effect + (due to navigator nerf) can target another sub without having to return to home directly, if the pirate carrying sub wins the battle against a targeted sub.
Princess: no change
Queen: no change
Revered Elder: old effect + negates global effects within her effect radius. Effect radius is fixed and is equal to standard sonar range.
Saboteur: (You get only one of it) The Saboteur damages the enemy sub. An enemy sub damaged this way must reroute to its own closest outpost. The damaged sub moves at 0.5 speed. If the sub had a speed specialist on it, it moves at normal 1.0 speed instead.
Security Chief: old effect(Local included) + Local: Security Chief’s outpost’s shield charge regenerates at double rate.(This is to ensure that if you buff your home outpost with queen and security chief, it would stay at top shields, but if you go King, it would still drop to 0 with a tinkerer. Very slight buff)
Sentry: no change:
Smuggler: Moves with 2.5 speed instead of 3.
Thief: old effect + If the Thief attacks a Mine and successfully captures it, you gain the amount of Neptunium lost by the defender. (For example if you capture a mine when your enemy had 100 Np, your Neptunium increases by 20, near the loss of your opponent’s 20.) Combat Priority 4
Tinkerer: no change
Tycoon: Factories produce drillers at every 6.0 hours instead of 8. Local stays the same.
War Hero: Destroys (20 * the speed factor of the sub) when battling. If he is staying at an outpost, War Hero destroys 20 drills + 1 driller for every 3 shield charge the outpost has. Combat Priority 7. (so an attack sub with a Helmsman lets War Hero kill 40 drills, 30 with General / Lt., and 50 with Smuggler (if defending)
This list has been made by me to balance all both good and bad specs. I feel like I found a good way to let all specialists feel unique, and I would appreciate all feedback about it!