Great accuracy and bravery on DPS crafts is good, to get in (minimize damage on the way in, or damage to the tanking craft while you get in, especially since the tank is sent in first) and get the kill is good. It's great at the beginning and also later with missiles to minimize the loss of otherwise costly an annoying to manufacture ammo. The only thing left is figuring out a way to not waste missiles by firing before the previous salvo has hit, to avoid firing at an already doomed craft and wasting a whole salvo. (I often start with all missiles and turn off some launchers when I expect the enemy will go down shortly).
On tanks, reactions trumps all to reduce repair time (and thus down time due to the repair/rearm/refuel order). DPS comes from other crafts any ways.
I hadn't thought of engaging in the air, then coming back and swapping crews before going for the ground battle, but that's a good idea. Put the gals with the greatest reactions in the tank, greatest accuracy in the DPS crafts, go for the fight, come home, put everybody back in the thunderhorse and clean up the wreckage. Much more efficient than my current dedicated pilot idea. If dodging/hitting had a chance to give reaction/acc XP, maybe dedicated pilots would make sense, but as it is, might as well use the best gals and the crash site isn't going anywhere anyways!