Well... I am not quiet sure I you really should keep the players from handing down "work" to there henchmen. Yes, the standard "ranting" is of no use... but he is to push gear and move rigs and so on.
I expect that a crew of a 2km-lenght ship will have a couple of person who know there trade... and I am NOT talking about the players! Have the same "problem" with one of my groups in DH: they simply hand over work to people they can "acquiere". And honestly, as long as they are in a position of authority, I see nothing wrong with this!
The question a GM has to ask himself is, therefor, "what do my players WANT to play?" and prepare for the rest of it to be "fixed" by anonymous npc... if the dice fall right, of course (all npc dice roles are HIDDEN in my games...). But is this situation that different from "standard GM work"? I guess not!
The problem I do see is to come up with "tasks/problems/missions" that are a suitable challenge for some-one with a large ship and large crew at hand. Most of our "tried-and-true" standard problems simply do not work any longer! We have to find new ways, brethern! ...and I like the idea/challenge.
...therefore, I am a little dismayed by "Forsaken Bounty", since it manages to shoehorn it back into the "group of players have to solve it on there own"-affaire. A scenario that gives us all an idea HOW one can handle a situation where a pc brought along 50 trusted men... a scenario that gives us some ideas of problems like "leading men"... "planing a salvage run" and "deciding how to use your human resources"... and quick help for MASS COMBAT would have been usefull..
but well...you got my point and I should STOP ranting right now.
Thx!