First of all, the more I play this mod the more I enjoy it.
The progression feels nice, the difficulty feels adequate, the amount of items and armors keeps it fresh and interesting.
A few ideas to enhance the kidnapping / interrogating part of the game (sorry if you heard them already):
1) Using up researched items is ok but when it comes to people not so much.
A good pirate doesn't need to know a lot about someone's work and mentality to be able to rob them... they just bonk them on the head and take away every "visible" item (Maybe after research you get an advanced robbery? I don't want to know
where the gals will be looking for those extra items
).
The "rob" option could be unlocked from the start for every "person" type (not animals and stranger creatures), and the researchable version of the person could be among the results of the robbery. This if we assume interrogation is fatal to the subject, alternatively the result of the workshop robbery could include an additional item (ie "sharp guy interrogation log") to research.
2) A pirate bent on kidnapping people would bring mancles and other kinds of bonds to ensure their victims stay put.
The necessity of this is somewhat reduced by the surrender option but it could also help dealing with enemies that you want alive but got wounded: tie first, then heal. Could just be a consumable that deals a ton on stun damage (reduced by the subject strength maybe?) to a creature on the ground at the cost of basically a whole turn (75-85% TUs).
3) Being able to grab someone while they're still on their feet and throw them at someone else causing stun damage to both, because that's awesome