No, I'm really happy you asked, because it goes into more depth than I wanted to in the video. (It was already ten minutes long!)
Obviously, some crew members are better at some things, but since the point is to have adventures with the crew, each crew member is a person, not just a set of stats. Maybe you're even having fun, naming them after friends or something.
The way they're managed is important: it forms the heart of the mission system, and it forms the heart of how they interact with each other.
Crews are generally divided into "teams". While each crew member has specific duties to attend to, such as maintaining the engines or staffing the medical bay, they can be put on any team without affecting that. Each team can take on one mission. So if you see an opportunity to scan planet BX9, you not only have to fly the ship to it, you have to assign a number of crew members to the scanning team. If you have other missions, you'll have to decide who to move to what team. Do you pull that geeky politician out of the peace mission? Will you reassign an engineer that was working on upgrading your engines?
Team members all affect how well a mission goes, augmented by the ship's systems and the layout of the ship interior. Basically, if there is any mission-related furniture near their assigned bunk, they will get a bonus. For small ships, that might just be incidental. But for large ships, you could have an engineering team of 80 people and carefully lay out the "engineering section" so that everyone is within a few steps of a maintenance station, toolbox, etc.
Teams are also important for "chunking". Humans aren't so good at keeping track of things when there are very many, which is why households in The Sims tend to stay small. Teams give us an opportunity to make most situations happen within a team. You have a crew of 50? You don't have to remember 49x49 relationships. Instead, you just remember the five engineers, the six politicos, the three medical staff, etc. The game itself will tend towards socializing within teams rather than between teams, so it should be possible to stay comfortably "aware" of even large crews.