She was broken at the end of the Jihad riding to Tharkads rescue- if you ever watched neo BSG, they gave her Galactica type history except she became a museum ship.
And even as a museum ship, she has to be maintained to be a safe place to visit.
Besides, I think the Wolf & Falcon invasion of Tharkad was written before the movie Battleship, so they could not riff on dropping anchor to deliver a broadside from the museum ship.
Kinda my point there with that ship-too broken to be a trainer, unless you're training in inspection and repair...which, changing my mind, would be a good training to have on a ship that's almost guaranteed the fixes won't hold.
the problem then becomes cycling enough trainees through to be worth the effort, while having them build enough experience in Damage Control tasks while still having the wreck stay a wreck.
It's still not as good as live experience doing Navy tasks in the field, and won't develop NEW doctrines that way nearly as quickly as having, say, a simultaneous activity using light corvettes to develop your officer and crew cadre before moving them up to something bigger.
A dozen or so light corvettes are going to simultaneously develop a lot more personnel than one wreck that is, essentially, a big damaged sculpture.
I guess I'm looking at the problem not the way the Devs or writers do. I see a 'Navy' as a personnel thing. You can have a collection of relic warships under amatuers, or a professional navy made of cheap dropships, and the pros will eventually eat your collector's parade. IOW personnel actually
matters when you have an arm that literally dies in place if they
don't have good teamwork and a broad spread of institutional knowledge.
Which is quite unlike 'mechwarrior culture, which lets you have guys like Aidan Pryde or Kai Allard Liao, who can defeat whole formations by themselves using psychic superpowers and their trusty personal suit of walking tank.
In a Navy, if Crewman Gerrold on third shift forgets his job, everybody dies. If Paula in life support takes a powder, everybody dies. If Lt. Chuck doen't know how to calculate an insertion? everybody dies. if Captain Harry doesn't grasp basic operations, but can shoot the wings off a fly with a sixteen inch gun without phasing the rest of the fly??
everybody dies anyway.
The environment will kill you if enough of your gear fails, so you can't have illiterate sailors or inept sailors, because space
will kill you.
even in peacetime.
a lot of the slop that is perfectly safe for surface forces, can't be allowed in a Navy, because that slop is fatal, not just to the one guy, but to the whole crew, the whole
ship.
even when nobody is shooting at you.
To be effective then, your FSN has to have a completely different
institutional culture than the rest of the AFFC, or it's going to be a mess that can't keep a fleet functioning (see: Canon).
also see history-the IJN copied the Royal Navy, but not perfectly-they didn't drill
every rate in damage control and maintenance, and that cost them the war to a degree heavier than merely being outnumbered by the USN.
for a jump-capable, space-going Navy then, the central tenet has to begin with fostering a specific internal culture-one where your birthright means
nothing, the son of a garbageman can become an Admiral commanding the sons of Dukes on straight merit alone. if you don't have that, you end up with Warriors who sometimes go into Space to DIE, rather than Sailors who win wars.
I'd almost suggest that, with the need to restart from base zero, they should begin by giving everyone a number and requiring them to only use numbers between them, cut off all outside contact for the first eighteen months and outlaw membership in any non-service civil or political associations. This wouldn't need to last long, just long enough to drive off the worst of the worst and drive home that the priority goes Nation/Sovereign/Service/ship/family/self, in that order.
or close to it.