I think that you don't really mean role playing game, but RPG features common in many games like gear, attributes, skills, classes etc ?
In this case you can map common RPG feature to space like this (including the one you have already mentioned):
1. party => squads
2. classes => ship classes
3. attributes => speed, armor, hull, agility, computation power etc.
4. skills & experience => crew representing different charactereristics of your ship, get more experienced over time
5. gear => upgrades/equipment/weapon system
That's a pretty good synopsis of many features I'd like to include. Thanks for putting it in a list format for me (I'm not very good at explaining things, as you could probably tell). But as a side note, I did actually mean to make it a role-playing game. I'm just not sure...how? I mean, of course a story would be important here, but then there's also the most important aspect of RPGs that isn't really widely used in other genres: meaningful character development (that the player controls entirely). Maybe I haven't been looking in the right places (I don't play a lot of video games; I mostly watch others play), but I haven't really come across a space shooter that includes both ship and character development. I haven't really seen any in which the player could build friendships or otherwise with other crew members through both their actions in the game world and their interactions with other characters. I probably should have said this in the original post, but I'd like to create an experience in which the player actual feels like he or she is part of a space crew and can do whatever he or she wants there.
For example, in a lot of recent space games like No Man's Sky, Elite: Dangerous, and the other one that I can't remember the name of for the life of me (there's one more big one), the players are able to customize and upgrade their spaceships; but they aren't really able to develop their characters. But there's also the fact that they're MMOs (unfortuntely, most NPCs are generally shop/quest surrogates)...
I guess what I mean is, this...
Say the player is called L.
1. Party = Squads
Role-Playing Aspect: The things that L does in-game affects each party member differently. In many games, the squad is just there to help fight. In this game, I want to include interaction (positive and negative). I watched a video about factions a while ago. The gist was that every action had a positive outcome on one group and a negative outcome on the other. It's difficult to please everyone, right? So I would like to do this on a person-by-person basis in-game. I'd need help figuring out what sort of scenarios would make for good gameplay though.
2. Classes = Ship Classes
Role-Playing Aspect: There are ship classes, but there are also character classes. For example, perhaps only combat pilots are able to pilot specific Destroyer-Class ships, or only recon pilots are able to pilot Scout-Class ships. If they're not the only ones able to pilot them, then they'll be the only ones able to pilot them well (stat-boost). For example, in an RPG, you could put a white mage in the front of your battle formation to do all the fighting...but statistically/strategically speaking, it's not the best idea (due to the class's weaker physical attacks). So L could spend his downtime searching for good party members to fit the goals of the mission or team as a whole. To get them to join, L could do them a favor (recruitment side-quest) or befriend them.
3. Attributes
Role-Playing Aspect: I would use the scenarios in #2 to describe how this would work. L could go out on his own in space to train alone, or convince a teammate to teach him a special maneuver (special attack, or just to raise stats). Also, experience points could be gained during missions in the usual fashion (asteroid destroyed = +50 EXP).
4. Skills
Role-Playing Aspect: I couldn't have said it better. Each crew member would indeed have a particular role, such as: the medic, the engineer/mechanic, the strategist, the mission control, the combat pilot, the recon pilot, the mother ship pilot (haha, a little redundant, I know), the person who's monitors the radar (I don't know what they're called...), etc. L can always add more members to the Guild/Division and choose who to put it the Party/Squad. This, of course, also affects his relationships with them if he never puts certain members in the crew (if that sort of thing would bother that specific member).
5. Gear
Role-Playing Aspect: This is the most self-explanatory one, I suppose. But as far role-playing goes, I imagine it would involve interacting with the engineer/mechanic of the team in some way beyond the talking weapons/upgrades shop.
I don't know if emergent gameplay is the term that I'm looking for, but it's certainly something that I'm looking into. Sorry for my extreme vagueness.