If I could -1 this post more than once, I would do it without a shadow of a doubt. White-lists for roles that are both necessary for game progression and are integral to the SS13 experience are unnecessary, actively detrimental to both the game-play and culture of the server, and serve no purpose but to turn departments into metacliques and elitist clubs, never giving the semi-regularly Aurora player who does not have enough playtime as their security character to be recognized and can, by extension, not become whitelisted.
Security is not an important department. It is a cog in the machine, and is no important to game progression than Engineering or Medical. Higher quality officers are not required for the security department because, in the case of security, "Higher quality" is directly equivalent to two things: A more thorough knowledge of the regulations, which I will touch upon later, and the knowledge of game mechanics used to disable or take down antagonists. One could also argue that there would be a higher quality of roleplay among white-listed officers, but roleplay poor enough to be considered detrimental to the functioning of a department also is able to be handled by moderation or, failing that, CCIA. Playing a cadet does not remove the ability for one who is roleplaying poorly in security to be be less harmful to the department, because if your goal is to make the round hell for your department, you can easily find other ways to do that. Adding a whitelist for the purpose of roleplay quality or department quality simply leads to the same old, boring and stale officers playing every round, dismissing any applications presented to them by less popular players for reasons that can be summed up as "Well I don't see their name on the manifest enough so they clearly don't know as much about security as I do."
Requiring people to play cadet for any amount of time does not fix the issue of regulation knowledge, security knowledge or roleplay quality. Cadet, in it's current form, is a very neutered role. More often than not, cadets retire to the bar, man the cameras or checkpoint, or do menial tasks for the department at large. This is a good way to learn the game, this is not a good way to learn how to play security. To properly apply the IC regulations requires a working knowledge of them, something that can not be gained from a role that is purposefully designed to be unable to make arrests efficiently. There is only so much the wiki can tell you about what constitutes the breaking of what regulations, and the only way to learn that is to be forced to make decisions on your own as a security officer, or to be involved in investigations and processing beyond the scope of your average cadet. Adding this whitelist or timer will simply have people joining the role of cadet, not learning how regulations work because nobody has the time or wants to teach them, and then immediately having to learn from scratch upon their application being accepted or their playtime being above the thresh-hold.
An argument I commonly see in support of this suggestion is two-fold, one being that cadets will learn to play security if the role is whitelisted because security will then have the responsibility to help them to become security, and so will teach them. This presents two major issues. The first being that, on any round where the antagonist is worth their salt, or where a security officer does not wish to give the same schpeel over and over again, cadets will simply be left out to dry as they are now, ignored by everyone but the HoS and the Warden who order them to patrol or go to the checkpoint and then disregard them the second that any threat to the station becomes realized. The other issue is that of metacliques. If your goal is to have your whitelist for security accepted by people who are commonly working with you, and you play enough to be taught by the same people, it is only natural that you are going to become IC and potentially OOC friends with them. There is no issue with friendship, but there is an issue of inherent biases brought out when voting on the application process. You are far more likely to +1 an application with somebody who is your friend than with somebody who is not your friend, and this leads to people who are friends of prominent or active security members having a far easier time getting into the department than your average Joe Blow, who works during the week and only has time to play on the weekends for a single round, now unable to play the GAME that he loves and a department which he finds interesting because he has yet to fraternize with the common security players.
The other argument I see in support of this suggestion is that security is one of, if not the most important department because they are directly interacting with the antagonist. This is the weaker of the two arguments, since whitelisting security would actively detract from the experience of the antagonist on an OOC level, would result in a smaller overall department size because of the increased unlikelihood for people to attempt to play security because of the effort and time involved, and because the argument is fundamentally incorrect in it's premise. Security is no more important than medical, engineering or cargo. Should this suggestion be accepted, and I hope to God that it's not, the same few people would be the ones interacting with antagonists. These people have clearly defined characters, morals and playstyles, meaning that the antagonists will receive the same response from the security crew every time they attempt a gimmick. If you take mid 2017 security, for example, which was largely ATLAS, every pro-xeno Rev round would immediately be shut down by security because there are no fresh faces. This ruins antagonists. Two address my second point, which is already largely self explanatory, people are far less likely to put in the effort and time to watch the forums and await feedback or to play a severely neutered role in order to play one of the basic station roles, limiting security's size and resulting in validhunting of other departments or ERTs to be called 20 minutes into the round. As far as the last point is concerned, security is not more important than the other departments oocly because defeating antags is not an objectively required event. The engine remaining powered, for example, is objectively necessary for the smooth operation of the station, mining gathering materials for research and development is an integral part of an entire department. Defeating the antagonists is not, it is simply one of many outcomes possible when confronted with an antagonist, and so while important for the IC running of the station, the antagonists being handled less effectively is not detrimental to the station on an OOC level unless specifically intended by the antagonists.
In conclusion, none of the presented solutions to the issue of occasionally disappointing security officers are effective or necessary and are actively detrimental to the culture of the server, the effectiveness of the security department as a whole, and only serve to shut down antagonists and perpetuate a sense of elitism throughout the department. I do not think it is reasonable to have a person play 3 rounds as a cadet, a total of at least six hours in a neutered and unimportant role, to play a role in a game which they may very well thoroughly understand only to have to learn how to properly apply regulations after they have been granted access by the hard limit or have been allowed into the hivemind by their peers. This suggestion is one that I cannot more fervently disagree with on a fundamental basis, that being that SS13 is a game made to have fun, and that this whitelist only serves to prevent people from enjoying it.