@Skritsarn Heavily agree on all of this.
@lady-aijou While 'Open Crew' option is a great way to join random crews at the start of the game- it is a little disappointing that one must leave the game if finished sailing with a crew and wanting to join another one.
When it comes to Open Crews in general, it can also be dicey when accepting a random member to a ship when the ship is in the middle of a task, particularly if the ship is doing is not what the new crew member wants or expects. I have had more then a few sailing quest and/or alliance (and tall tale, which tends to be frustrating considering the amount of time that goes into them) ruined by a random crew member that had joined... decided that they didn't like what the ship was doing and ruined what was going on in some way. Be it by attacking the ship, alliance members, crew (blunderbombs), throwing loot overboard or what have you.
I always block the player who does the immature behavior (they could have always just left the ship and joined another one instead) but it is something that has happened all to often and I wish there was more ways to avoid it. A more immersive LFG system that is part of the game itself could help mitigate it from happening.
Some alliance groups often have assigned tasks with ship crews.
There could be some sort of integrated system where players could go to a table on the outpost where there could be a board where players announce the task they want to do (Souls/Gold/Merch/reaper/tall Tale, what have you) and set it to their Open Crew option.
When a new player starts the game, they could go to 'additional options' underneath Open Crew and select what task they want to do and be matched with a ship that is doing that task.
That way they do not have to close and open servers frequently to find a ship and crew that are willing to do what they want to work on, or use a 3rd party program.