That's likely the isometric charge getting you. Unfortunately not a lot you can do from these "Invisible torpedoes" except to stay spread out. It happens so fast that changing things up for shield heals, hull repairs likely won't help a lot.
When your team kills the first "upper level" probes on each cube, a Negh'var and Raptor spawn. The isometric is fired by the Negh'var so you and your team spreading out on that and focusing it down ASAP is highly recommended.
Whats your weapons load? Spiral disruptors and torps I'm guessing from your tac consoles and powers, but laid out how? And why mixing different marks of KHG stuff since I don't think you get the set bonuses when the marks don't match up? Then on powers, 2 HEs and 2 ETs, and Aux2SIF to go with the ETs? Thats a lot of hull healing, probably excessively so. I know the Borg can throw out some nasty hits, but ideally with a cruiser they should never get through your shields to begin with.
Also if you're getting insta-killed in CSE, is it the Isometric Charge or other stuff? Even good builds can die to an unlucky Charge hit.
For maximum durability, with what you have now, KHG-12 shield plus borg engine/deflector/module. For an extra console's worth of torpedo damage and extra crew survivability and some extra energy, KHG-10 shield and engine, plus borg deflector and module. Defense versus offense
One setup you could use for more bite and durability, but a little weirder:
Emergency To Shields 1, Extend Shields 1, Eject Warp Plasma 1, Aux To Structural 3
Emergency To Weapons 1, Reverse Shield Polarity 1
2-3 Purple Damage Control Engineers (Including the Emergency Engineering Hologram)
With the two Emergency powers cycling, the Damage Control Engineers will proc something like 90% of the time, giving you both abilities mostly always up. The EPTS boosts your shield durability, and the EPTW gives all those beam arrays the extra bite they need. The RSP gives you an emergency "oh *****" button when you're under heavy fire and/or the EPTS didn't proc. Extend Shields lets you bail out a teammate if needed and is really handy once you learn when to use it (just watch what the Borg are targeting). EWP is as good a snare as anything else, particularly with the extra nimbleness of a Galor. If you want to really get the most damage out of it too, swap to EWP3, carry a Particle Generator, and combine with your APA. And if you do that, either use Aux To Structural 2 for the hull durability, or Engineering Team 3 with a Maintenance Engineer DOFF for maximum hull-healing and reduced cooldown on it. You will need to get one of your fleeties to train EWP3 and ET3 though, but then you'll be able to do snares, healing, and tanking, in addition to blasting things away.
Then on your science guys, maybe PH1, HE1, then a shield heal of either TSS2 or Sci Team 2.
It doesn't, it's a ally buff, but most people who run in Cruisers regardless of career should really be helping out team mates in missions/STF's with at least healing then when the opportunity is there. I do this in my Galor, the engineering team is only to buff allies, I only use hazard emitters and auxiliary 2 structural on myself. Often I also use the former on allies as I often don't need it myself, it's there just for an emergency.
KDF - Doing more with less since launch! The 18% - Own it! - Be proud of it! - Make it grow! Disenchanted