I decided to develope a KM SS line to do SS fighting. The prox torps are the best sub fighting ordinance. Period. IMHO, the US GATO is the best overall SS. (and will reinforce that during game play), but the KM sub(s) with prox torps make them, hands down, the best sub on sub fighters. I have tried to prove it different, but as hard as it may be to accept, this is the truth.
For the practical input on the KM thing tho, it seems that the KM SS4 setup is best realized with;
BO, sonar, and planesman... no surprise, these guys are needed for any SS crew. I run my BO as lean as possible, with the understanding that vets/experts on him helps the SD early on. As growth in crew increases, I lean out the BO as much as possible and after that, the sonar man. The downside on a lean sonar man is that initial contact position with other SS's can be compromised.
x2 torpers. Goes without saying that you will need the torper(s). My front torper gets the same expert/vet attention that my eng's get. Spend everything I can afford to keep the % as far above 100 as I can. Higher as the great gods of rolling sailors allow. While I lean out the rear torper, he's indispensible in a sub battle. Leaning him out is gonna reduce your reload time, so do accordingly.
x2 eng. And I spend everything I can on experts/vets. (I dont have a KM SS5, but the extra slot would go to an eng if I planned on making this my main SS line.)
(x1 repairer - for the SS5). While a restorer gives high SD early on, I'll take the hit early on to develope a repairer to make that 900 SD mark a little later. Work on his expert/vet % to be above 100 as high as possible.
x1 gunner, in the rear gun slot. The rear slot x2 guns are active with a single gunner. For me, the high speed guns are the funnest thing to come along since sliced bread. The distraction of aiming the gun(s) since I'm on the surface (and very vulnerable) only makes it worthwhile when catching a crippled, non-HH carrying CV or a stinking FF/DD that I can cut in half with the lead hail. Along the lines of winning the lottery, but it NEVER gets old when it works. Would never give up the forward gunner slot, where I carry an Eng, for the single added gun. If gave up the gun I'd replace this slot with a repairer.
As a note... IMHO... forget using a seaman. Our tests have shown a seaman to have negligible advantage on a sub. Negligible to mean... worthless. On several nations SS's.
Having said all that, I'm not all that good a sub driver. Just sorta dangerous on a good day. And all my thought's didn't cost you a thing, so I suppose that in the final analysis, that is exactly what they are worth.
Good luck in building your crew.
Peace.
ETA: I spend my entire available armor on buldge. Maybe 1 unit on belt armor for theose first BB round hits, but since I'm primarily focused on sub fighting with this guy, again IMHO, bulge is where it's at.
Carry on.