I disagree many of the T1 & 2 skills are worth taking to 9. Weapons Training, Energy Weapons, Structural Integrity, Shield Systems, Power Insulators and the two you mentioned are at 9 on all my toons. Granted that has more to do with the lack of skills to take beyond 3 or the handful that I don't put any into, but I digress. But 5% more shield/hull HP is worth every point, as is 10% more base damage on energy weapons! Which is ironically more than the gain over time from taking the specialization from 3 to 6 for less cost typically (traits/gear can change this)
Sorry one last thing to add. Keep in mind that the actual gains from Hull Plating and Armor Reinforcements is only about 14.5 resist points at max, or around 8 with 3 points. And Threat Control adds about 9.5 points to all at max and only around 5 at 3. While the resistance % are listed here they are extremely misleading as to actual effect. Also, each point of resist equals out to 1% more effective hit points against that damage type, or to say with 10 kinetic resist it will take 10% longer to kills you with torpedoes.
Okay, you've managed to make me waste 2 respecs with that. I'm just gonna go ahead and share my (unwilling) test results.
The readings were taken using a fleet escort in wolf 359 system space, with 36 engine power and the jem'hadar combat engines, moving at 25% impulse.
Ship native turn rate: 17 (this is displayed in the shipyard and has no measurement unit associated with it)
Ship turn rate at 0 IT skill: 22.7 degrees per second
Ship turn rate at 9 IT skill: 28.3 degrees per second
Okay, you've managed to make me waste 2 respecs with that. I'm just gonna go ahead and share my (unwilling) test results... ...disclaimer: "you" is used as plural
In the future, rather than "waste" respecs, I'd suggest you do your testing on the Tribble Test server. Then your real (Holodeck) respecs aren't used up, and if you use up your Tribble 'specs you can just re-copy your toon back over for more testing.