Although this thread could be construed as "X power is OP or UP," I assure you that isn't my intention. I play several ships and I'm judging these powers from personal experience (I even use some of them). My interest is general gameplay balance. Please no flaming, I don't want this thread closed
In no particular order...
Scramble sensors: There have been a lot of complaints about this power and I think there's something to them. My problem with scramble is more directed toward the duration at higher ranks. 30+ second scramble is ridiculous, but even if the durations were to stay the same...a minor change could be implemented without changing the mechanic of the power itself. At the very least, scramble should have a 90 degree arc like Viral Matrix (seeing as they're both sensor probe skills).
Tactical team: I love this power, but it should vary more by rank. There's no reason to run anything but rank one tac team. Maybe scale the shield distribution effectiveness by rank?
Science fleet: 50%+ shield resist is too much. Maybe reduce it to 30% resist to bring it more in line with the other fleet skills?
Tractor beam: Another great power, but it also needs more variation by rank - ideally a stronger hold at higher ranks.
Ablative armor: In my opinion, the best ship gimmick in the game. I think it's great that Ablative has more than one counter and only lasts 15 seconds...but the cooldown should be brought back to 5 minutes because it's pretty much always off cooldown whenever I need it.
Torpedoes: Beside the fact that other torpedoes need to be brought in line with quantums...I think there should be slightly more bleedthrough due to all the heavy shield resist builds people have been using. Even a red sliver of shields can block a High Yield 3 without too much trouble - especially with the current tac team.
Aux to Battery: Seriously now...does anyone use this? It drains aux for a negligible power increase and only lasts ten seconds. Also IIRC, it shares a global cooldown with Emergency to X rather than the other 'aux to' powers.
Emergency to Aux: Needs a better secondary buff. It's almost not worth using if you have a stack of aux batteries (except for the pretty color oooh ahhh).
Energy Siphon: Too weak for the cooldown. Either make the drain stronger or reduce the cooldown.
Photonic Fleet: A bit controversial, but I've always wondered why the photonic ships don't disappear when the sci captain dies. The ships could stand a little more survivability but I think disappearing after the captain dies would be a good tradeoff.
Side note: Just a personal peeve of mine, but it bugs me that teammates can activate their fleet skills and decloak their non-battle-cloak teammates by bringing them into combat
Those are just the powers I thought of off the top of my head. If I missed something let me know and I might add it to the original post.
Remember, flaming will get you nothing except the ban hammer. Let the discussion commence!
Late additions:
Extend shields - the caster should absorb shield damage from their teammate.
Torpedo spread - sucks. Should probably be revisited with torpedo adjustments in general.
MES - needs to give more incentive for sacrificing a boff slot. Less power drain imo.
Photonic officer - needs a shorter cooldown.
Subsystem repair - doesn't do anything. It'd be nice if it reduced the duration of target subsystems X.