We've been reading your threads and understand your concern with object spam in space. There has been a disconnect in that regard with our recent rewards, which we are addressing going forward with an improved item creation policy. To fix the current situation, we are going to be reviewing the entire collection of abilities that allow for additional objects to be spawned and adjust numbers accordingly to minimize their impact while still providing for their intended game mechanic.
As an aside, items that have a significant impact on PvP (such as the Cloaking Tractor Mines) will also receive a balance pass for their individual potency.
It's actually a pity the abilities of rewards can't be switched between PvP and PvE like they are in City of Heroes. That way people who enjoy having certain abilities work a certain way for PvE won't be troubled when they're changed to fix problems in PvP.
Since you're looking to nerf pets, will you be going back and recalculating ships such as the Vo'quv who will be adversly effected by pet nerfing? I do appreciate Cryptic looking into things like this but I have wondered if you ever look back to see what current nerfs do in conjunction to previous nerfs.
Additionally I agree that some items should act one way in PvE and another in PvP since the two do not act at all the same (a ship built for PvE is not going to excel at PvP and so on). So items should have PvE and PvP set skills. Such as Cloaking Mines deploying 5 every 45 seconds in PvE and 5 every 45 with a global cooldown in PvE.