May I offer a couple of suggestions?
I too think a crew would need a maintenance person in addition to the mechanic. Think of everything Mikkel does in Adventure 1. Their gear will require constant work. Clothing gets torn even when just exploring derelict buildings without any contact. And it has to be in good shape because it’s also protective. Our canon team in A1 was on a shoestring budget, a better equipped crew might have room for more changes of clothing etc but as they have only what they can bring, there is a constant need of restorative work.
Their tech level dictates that food has to be cooked daily. Ok, assuming their vehicle has unlimited battery, cooking doesn’t necessarily have to happen on open fire (building of which requires collecting firewood) but still it’s a thing someone needs to do. Preferably in a way that gets team spirits up rather than down
These things could be skills and tasks distributed between several persons, but with the tech level we have seen in canon this amounts to a lot of work. Now I know these tasks aren’t usually covered in much detail in role-playing games, I mean the adventurers don’t usually have to set camp very early just to collect firewood
But using all of this as a present element would create a feel of the tech level and is strongly supported by canon.
Secondly I think there should be an active role of captain. Being able to lead a fight and direct others’ actions is both very important and a skill different from being able to fight. I assume the Captain you have as a downtime role means things such as making decisions about the route and general “ok this is what we’ll do”. This obviously is also needed, but it doesn’t have to be the same person (it could of course be, but that is not the only option). So I would suggest having two separate professions for Captain as a combatant in the Active roles and something else, perhaps just Leader in the downtime list.
How are you planning to do the inventory, i.e. how much equipment will they be able to take and will this be crucial? In adventure 2 they appear to have hammerspace as Mikkel’s backpack just has everything from a tent and cooking utensils to food for six people. And Emil and Sigrun have hammerspace ammo pockets. But I assume you don’t plan to use that. In a situation like in Adventure 1 where the team is equipped at the onset, but will thereafter be largely unable to restock, stretching their resources could be an important and interesting element and plot device. Again supported by canon.
What I’m getting at is that keeping the equipment and resource scarcity fairly realistic could add to the atmosphere and drive home the point of this city is Dead. You may be in Copenhagen (or wherever) but you can’t pick up or buy anything you need.