Pick a stat to see what the game uses it for. Everything here comes from tracing the game's own compiled code to find which calculations read each stat. It tells you what a stat touches. It does not tell you how much.
The game's code reads this stat for this effectRead in the right place, but the exact effect is my reading of the nameNo link found
The six attributes
Every stat against every effect
Role levels
Each crewmate also earns experience in four roles. A role level is separate from the six attributes and the two are combined in the speed and rate calculations.
Captain
Level feeds the craft handling offset, together with hand-eye coordination.
Medic
Level feeds heal speed, together with hand-eye coordination.
Repairman
Level feeds repair speed, together with hand-eye coordination.
Gunner
Level feeds the gun's turn rate and its aim code, and the game defines a shot-cooldown bonus per gunner level.
Reload speed also reads a role level, probably this one.
The game defines these per-level amounts, so each of them grows with level:
health per levelmove speed per levelrun cooldown cut per levelrepair speed per levelreload speed per levelheal speed per levelgunner turn rate per levelgunner cooldown per level
"Gunnery" means two different things
GUNNER ROLE LEVEL
How well this crewmate shoots
Comes from the crewmate's experience as a gunner. It speeds up how fast they swing a gun, shortens the wait between shots, and goes into the gun's aim calculation next to hand-eye coordination. Each weapon also carries its own sway multiplier, so how steady a shot is depends on the crewmate and on the gun.
GUNNERY SCORE
A campaign damage bonus
A progression value for your whole fleet, not a crewmate. It is converted into extra damage when a gun fires, and two campaign unlocks add damage effects on top. It makes hits stronger and has nothing to do with aim.
What this page cannot tell you
How much. One point of any stat has a real effect size, and I have not read the formulas or the numbers.
Which way each effect runs. Faster reloading, steadier aim and a longer survival time are clearly good. For run cooldown I assume a higher stat helps, from the name alone.
What "live" means. Each stat has a raw value, a trait adjustment, an effective value and a live value. The live one is what most calculations use. It is probably affected by current condition, which I have not confirmed.
How big the adaptability effect is. It clearly feeds the XP gain rate, but I have not read how many points of it change the rate, or how much XP each level costs.
Cooperativeness. It feeds a role-contribution score and an ability weight. That points at how crew are ranked or assigned, and I cannot say more.