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At full staff, Cargo has 3 miners, 3 Cargo Techs, and the Quartermaster - That's seven people.
For comparison, Engineering has 5 Engis, 3 Atmo, 1 CE for 9 total, and Science's 5 Scientists, 2 Roboticists, 1 RD for 8 total.
In terms of map layout, Supply has a good quarter of the station - Cargo, Mining, Disposals, Tool Storage. If you wanna get really cheesy, there's also Mining's entire Z-level.
Most people look at the QM as a demi-head - The HoP rarely exerts his authority over the Cargo Bay, and people often go to the QM for supplies rather than anyone else.
Alongside all the other other departments, Supply has its own dedicated radio channel, its own departmental security office and officer, and its own color. The QM even has his own stamp, and his own unique jumpsuit.
In a Rev round, the Quartermaster, especially a robust QM, often tips the scales - Either through loyalty implants and attrition, or through passing out guns.
In Nations, the Cargo Bay is often considered its own nation, part of the glorious MSC Alliance and arrayed against its eternal enemy, the perfidious Atmosians and the nefarious Shitcuristanis.
The de facto head of cargo is the HoP, but the de jure head of cargo is the Quartermaster. If I'm going to be a head in all but name, why aren't I a real one? Why don't I have command channel on my headset and bridge/comms console access?
This post is 100% unbiased and not at all written by somebody who primarily plays Quartermaster