And just so it is all in one place (since for some reason you made a new thread on this subject even directly referencing the prior thread about a very similar subject), "Job Timers" shouldn't be "replaced" as much as they should be "supported" by other methods of gauging player competency, some of which I spitballed in the other thread:
Admins evaluating player's performance - Massive administrative burden, not at all feasible or worthwhile to keep up with
Players evaluating player's performance - favoritism and not indicative of learning
Automatically administered tests after playtime met - Probably the best but needs tests programmed and designed, tests have to keep up with job content, and the test answers if not sufficiently randomized would be easy to give out the answers to
Automatically detected milestones - Difficult to detect, needs extensive programming, may not apply to all situations, needs admin oversight in that case
No role timers - incompetent/stupid people sign up for important jobs and griefers get instant access to the most destructive jobs on the station
At the end of the day part of the game is about your co-workers not being 100% optimal at their jobs, nor do we want to force everyone to always show they can do everything to a high standard. It's a videogame. We want to ensure at least a basic degree of common sense and basic ability to do the tasks demanded of the department (on LRP), but any more restrictive form of gating outside of a timer I feel is unlikely to be healthy for the game.