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PS: I couldn't write one long answer.
For easy and normal, the 4 weapon rooms aren't connected with the main area, and at the hardest diff its the center weapons that are connected (including missiles) so for the lower difficulties if you leave one enemy alive you can destroy their weapons without fear of the missiles and the other weapons of repairing themselves. You can keep busy the enemy left. They prioritice O2 (and I think piloting after that).
You really do not need to have a teleporter (which also requires a very specific crew and build) to win or to kill the flagship crew. Since hacking locks the doors of the locked room it will trap the crew in there. If you can start a fire and/or have a breach in the room, you will get kills.
So to me, the systems should be Hacking, then Cloaking, then Mind control or Teleporter (from highest to lowest priority).
AI control not only enables auto repair in non-breached rooms, it also improves the evasion chance. It's annoying.
Augmentations: Defense scrambler is very useful on stage 2 if you are using missiles. Otherwise, the most useful augmentations are general combat like weapon pre-igniter or shield recharge booster.
On stage 2 and 3, you should save cloak for the power surges, and only use level 1 cloak, otherwise it might not recharge in time for the next power surge.