yet there is a way to spec into (vs a tac) energy damage resistance
and kinetic resistance
and sub system reapair (vs sci too)
Sure... at lower magnitudes (my 19% resist veryt rare MK XI neutronium console, or tetraburnium, etc, that leaves gaps in your resistance coverage for higher values) and higher expense (hull resists at in the upper cost skills) AND the magnitude of the damage that can be applied with energy and kinetic weapons is magnitudes higher than you can apply via science.
Reducing the effectiveness of science skills basically just means that people can ignore the tickle and focus on things that actually hurt them.
why should sci ships have the only non-counter-able power?
is the math just bad?
i think its just game math flaws.
Oh, it should be counterable, but not so easily and cheaply, and there should be a price for not countering it.