ORIGINAL: PaxMondo
For these leadership variables, unless one of the devs shares some more insight, I don't think we are going to get very far on our own.
I think you folks have gotten very far on your own. wwengr has defined the space very clearly. And Mike Wood, although not on the AE team, has very significant insights into the game system. He is as much a dev as anyone and his input should be put in your 'book'.
You guys are trying to make this way too hard. It's really very simple. So far as Naval stuff goes, if you look at wwengr's post, it's pretty clear, if you have any kind of "Surface" TF (and that includes subs), then pick a leader with good Naval stats. If you have any kind of "Air" TF, then pick a leader with good Air stats. If you have a mixed TF with CVs and BBs, then decide which is more important and go with that kind of leader but pick one with good secondary skills for the secondary ships. It's really that simple.
The sidebar crap doesn't matter much in the combat environment. Aggression helps mostly in responding to detection and reaction thingys. It does not help for airplanes, it does not help for gunnery, it only helps for things that require a response to something; is the dude aggressive? will he "hie to the sound of the hounds"? It's really that simple.
Admin, inspiration, leadership, work within sub, and sub/sub, routines that probably aren't of interest to you folks anyway, since they have little to no impact on detect, react, or combat, so I'll leave them alone.
wwengr's stuff, and an intelligent application thereof, is the best you all will ever get. I trust you all will use it wisely.