Well, I suppose it's a matter of perception. I'm not saying what happens in "high level play" (I prefer "team play") is the be-all end-all but by the same token it'd be a grievous error to balance the game around the common denominator. I mean when you see a snoozer who's using Sci Team for main healing, triple photon torps and none of his Captain powers, his problem is far more fundamental than how he's managing his Defense score.
I guess it'd be one thing if snoozers/Sci tubs couldn't keep themselves safe because their Defense was tanking in organized play, but that just really isn't the case; team play can only extrapolate from the game's basics that apply anywhere but that doesn't mean everything just becomes harder, faster, stronger once you leave pug land. Hell, the most brutally unkillable fortress of a ship in the game (Recluse) has a terrible Defense capacity and it's super vulnerable to holds and CC. It just tanks it all anyway and throws it back because it has such an ungodly shield/hull setup. A well-built Ody isn't quite as monstrous but it's damn close at times.
Say that you're a snoozer getting t-beamed by an escort. There's a great sequence of steps that'll keep you fine and dandy so long as you're quick on the buttons (this is less for Thissler and more for readers):
1. Is Tac Team up? If not, wait for the 'scort's very first offensive buff and hit it or call for a copy (you can keybind this if you're strictly pugging);
2. Hit EPtS and TSS and switch to a 25/75/25/75 setting. As he ramps up the heat, hit more resists in turn, along with a shield battery. If he goes full beast mode with all guns roaring, hit Scattering Field/Sci Fleet or RSF/Eng Fleet and another TT. If all else fails, hit RSP and manually distro (in all honesty you'll rarely need to hit RSP, use it as a last resort).
3. His major offensive buffs have now worn out and he's a meek little kitten, while your powerful resists are still respectably chiming off of CD.
In all of that, you'll notice there's no need for a hold immunity. It's because on a snoozer your Defense score just isn't worth speccing into; you don't need it, and the powers useful for speed tanking (PH, AP:O) don't have good team synergy.
It's true that I said Defense is a poor stat to base your ship around. However, this is why 'scorts and tiny ships are far more dependent on their healers than healers are on their escorts: snoozers just don't need Defense to keep themselves breathing, while 'scorts need everything they can get to make the most out of their measly EPtS1 and stuff.
I'm probably going to get flamed for this but here goes anyway.
At the moment we have fleet consoles that add 'extra' effects to weapons fire, remove threat, increase it, ect. Why dont we get fleet engineering ones that reduce a targets defense? Not like 20% or anything, some low amount so that people dont just stack 4 or 5 of them.
Hell we have alot of consoles no one ever uses.
Remove Defense as a captain/ship stat (meaning captains and ships can not increase it with points or speed)
Add +Defense as a stat on consoles (Like how the fleet ones are)
Add -Defense to target on consoles.
This way people who want to stack def can, but it can be countered by people willing to stack -def rather than +def.
Probably alot of holes in that, but programming/game balance (in mmorpgs anyway) isnt something I do alot of
Most cruisers/sci ships tanking ability way out surpasses escorts. Eps 3 gives you 30% reduced damage for 30 seconds escorts cant have that they have 1 which gives 18%... most cruisers can have 2 copies of 3. tss reduces damage on top of that, cruisers and sci ships can have 2 copies of that plus it heals shields great, escorts are limited on the ability to run both those. Then you have the resistance consoles you can stack on cruisers more shield ones ect escorts can stack damage ones to counter those. its a give and take system. Not to mention all the hull heals you can stack on cruisers and sci ships vs escorts.
Defense bonus to escorts kinda evens out the field. The more powerful escorts like the jem attack ship have low shields 10k with the maco and a mkxii field gen my sci ship yea 21k and I can get it to go higher but it is not needed. Defense bonus; the escorts have 10% more than the other ships plus can run a omega both have evasive not much of a bonus vs tank abilities. Omega 3 gives +44.9 defense for 5 seconds... 5 seconds omg wow. With attack pat doffs if you spam it (counting that the other team has no hold abilities) you can have high defense for 5 sec every 30 sec learn to time attacks or force them to use it. Next evasive +15 is all I get from mine on my escort for 8 seconds, if time both you can be hard to hit (not imposable mind you for) 13 seconds. I still kill lots of people when they using omega or evasive most usually are using them to try to get out and still go boom.
Only reason the premades try to get people to use omega is not cause the defense bonus its for some of the other things omega does vs tactics used to get kills through the heals the sci ships and cruisers give off.
I still don't see where people are coming from saying escorts can tank as well as the other ships or sit there and take damage as well as the others. I say test this vs good players not just random pugs in a c&h. even one of thissler videos showed him using mediocre gear on a sci ship using a mediocre tank build tanking out a bop probably with good gear on it.