I don't have an absolute favourite in most categories and my choice is highly situational (though I often tend to forget to switch even if I would have the EXP around), so for most I see at least a niche of usefulness.
However, for different reasons some spirits don't appear patricularly attractive
to me at all ATM...
Army
Theatre Training: Aside from my least favorite LD tree (Battle Plan...) being the prequesite, it suffers from a bug stealing you the stat boni of the Brilliant or Inflexible Strategist traits hired generals might have (confirmed bug report here:
https://forum.paradoxplaza.com/foru...-the-academy-does-not-work-correctly.1506581/ )
Professional Officer corps: Experience boni aren't particularly strong in my book (though I concede that army exp is the least abundant of the three types), replenishment of CP is most of the time useless (as the hard limit is what matters) and the doctrine discount is both small...and again only an exp saver. But perhaps I'm underestimating the importance of getting forward in the doctrine ASAP.
Proper heritage: Suffers from Cavalry just not being the most useful and often used troop type, so neither attack boni nor some exp saving when designing divisions will be a big thing. Assuming that it might count for Camels, too...maybe in desert regions it has a niche? A supply bonus sounds good...but supply issues in core territory...how likely they are (unless you of course neglect infrastructure etc. on purpose)?
Quick Improvisation: CP replenishment, CP saving and Battle Plan speed. Nothing I feel that I needed it in my games so far.
Academy Scholarships: Beside that you sacrifice the chance to get new admirals with a "personality", I almost see no reason why not to take "Best of the Best" instead. "Cost" is CP...and even if my limit is too low, I rather do everything to get it up temporarily instead of missing out a free lvl.
Navy
Jeune École, Global Presence, Submarine Primcay and Mobile Force: I don't see what a 20% bonus for a very limited number of "hull techs" offers over "Integrated Designers", which gives 20% for every hull...and 40% for almost all the stuff you place on them. Temporarily using it to save exp is questionable as well: You would pay exp for that move...and I tend to have enough navy exp around anyway.
Naval Reform: Spending exp to get exp...
Air Force
Branch Independence Spirit: A bit extra exp of the sort I need least (air exp is alwasy filling up quite fast) and a bit of information protection. Is that really worth investing exp and the slot?
Industrial Destruction, Dive Bombing and Material Destruction: Similar like with the navy and Integrated Designers...isn't Industry Liasons the better choice with ahigher and more general research boost? And even if I deem air exp as valuable to rush to tree, how many planes of each kind do I need to create before I save something, taking in account the spirit installment cost.
Air power projection: Dumb question...what is that exactly, where can I find the value it contributes to and how does it help me?
Continuos Strike: Ok, the current beta has at least nerfed the excessive CP drain air supply missions cause...but even if I assume that 25% mission efficiency translate directly into 25% extra supply...then 100 transport planes give 0.25 instead of 0.2 and you need only 80% of the plans to achive your goal. It feels to me that I would really have to invest in a transport fleet to feel the difference.
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As said - all that is just my subjective perception of things and I welcome any critical feedback and people showing me what I might miss - thanks
