I think you're shorting yourself on gear there. Captains get six slots and you're only using five - and you might as well carry your one "free" knife as well even if you never use it. If somebody does Destroy Weapon on you while the (indestructible) Void Blade isn't up you'll be happy you brought a switchblade.
If you're sticking with Dark Energy you might not need/want the pistol all that much, so maybe use the extra slot to upgrade to a carbine for better range in a pinch, or add grenades (you're doing a melee rush anyway, right?), or add picks or a deck so you can help with opening loot boxes if nothing presents itself to be lightsabered to death.
Having at least one medkit somewhere in a crew seems kind of vital to me in case you run into poison (which Ghost Archipelago has taught me is ball-bustingly nasty) or just for removing the wounded penalty, but if you can afford a medic that will cover it too. I like robotic medics personally - having them immune to wounding and poison and atmosphere/gas effects is nice, and they're decent as backup loot haulers or box openers thanks to good (for a soldier) Will and Move.