One thing to emphasize will be the importance of vacc-suit skill to help maintain the suit's integrity, like patching it in case you tear it on a sharp piece of torn metal, watching your air time vs. how far into the wreck you are so you can get out again, forward basing extra air bottles and spare suits....
Zero-G Cmbt will come in handy for things not usually associated with it, but I use it IMTU for things like avoiding tearing your suit or catching on things you float past. Or for grabbing something if you don't want to float past it.
Also good for not losing your situational awareness in a large or unfamiliar space in low-gee....otherwise you might end up going the wrong way which takes us back to vacc-suit skill for seeing if you still have enough air to make it out once you figure out you went farther into the wreck when you thought (because you missed the roll on Zero-G Cmbt) you were coming back out of the wreck. Analogous to losing your orientation underwater, but no bubbles to watch in space for which way is "up".
Also, power packs for lights, safety lines (that wear and come apart at the most inconvenient times....or by someone on nefarious purpose), gear that malfunctions, oh the list is endless.
Good skills:
Vacc Suit obviously
Zero-G Cmbt really useful
BattleDress....maybe not so much unless you have a "hardsuit" that's powered for the players to use to get into the really dangerous (sharp edges, high rads...) parts of the ship...like the deep-diving hardsuits today only designed for industrial zero-g work...like a little spaceship
Electronics (ship systems repair, getting the lights on...)
Mechanical (getting airlocks open, fixing the hardsuit, using the powered tools for cutting through vacc-sealed locks....)
Computer....building the digital map on everyone's pocket comp to track progress in and out, etc..
Commo...never know when radios start acting up as players go deeper
Just some of the ways I've used skills in similar situations in the past that you might find useful.