Everything I've seen looks fine. I'll use Heavy Metal to make up the customs everyone submitted so that way I can have them on file.
I will be using the spreadsheet to also keep track of each pilot's experience. When a pilot gets enough XP to improve their stats, a roll will be made using 2d6.
If a 3-9 is rolled, you all get to pick whether the gunnery or piloting improves. Gunnery and piloting have to remain within 1 point of each other. If double 1s are rolled, you still get to pick between a gunnery or piloting improvement, but the pilot acquires a random flaw. 10-11 is rolled, you may pick a skill instead of improving gunnery or piloting. If double 6s are rolled, that pilot gets the skill and gunnery/piloting improvement.