PvPers like the ships they are flying as well, so it doesn'T matter if they hate PvE or not. They can't "nerf" you for PvE if they don't nerf it for PvP as well.
But how do you determine something is balanced or not without PvP? Would a Super-Phaser Cannon that instantly destroys entire Borg Cubes be a real problem for PvE?
Maybe someone would complain there is no reason to play anything but the super-phaser-cannon ship.
The only point where people really complain about balance issues for PvE is overpowered enemies that one-shot you, or ridicidilous Zerg Fest Raids. But the opposite direction - do people really complain stuff is too easy and suggest changes? Yeah, I hear it for the Borg (but I also hear a few opposing voices), but there clearly the expectation is different - the Borg are expected to be OP and unbeatable... Unlike every other race.
But how many complain that Klingon NPCs ships are lame-sauce? I mean, this is supposedly our major enemy currently. The ships seem to have the most generic and boring powers. The only thing vaguely intersting are the BoPs that occassionally cloak ineffectually.
I would argue that the changes to PvP could have made PvE worse - they made it too easy. I find it hard to believe there is anything in a regular mission that could threaten a Cruiser build for "tanking" or healing. The PvP enabled Cruiser is full of self-defense skills that have to deal with 3-4 enemies focusing fire on you - and survive. There aren't any NPCs in this game that can approach this degree of firepower. Possibly not even at Elite difficulty!
Switching to Champions Online was almost a shock for me! Suddenly there were dangerous and difficult enemies for my Single Blade Archetype toon! Of course, I am still wet behind the ears... But I noticed that I get the interesting and motivating mix of frustration and successes that I expect from a good game. I can't claim the same for PvE.
Ultimately often imbalances are irrelevant for Solo PvE. If you're just playing your Captain and ship, you got nothing to compare yourself to. But once you add additional players, balance becomes important. It matters whether anyone wants to have your Captain type and your ship in an STF, or if you can get the trophy and item reward for a Fleet Action.
If you actually have to
beat other players in a direct fight, balance becomes even more important.
But - there is only a minority of players regularly involved with Raids or PvP. So it's no surprise that most people just see the nerfs the PvP community brings.
But there weren't just nerfs ...
Some PvP Buffs:
- Shield Power Grants up to 35 % Resistance.
- Hazard Emitters grants more healing then before
- Transfer Shield Strength finally provides its initial larger healing and a significant heal over time
- Auxillary to Structural Integrity Field was considerably buffed
- Emergency Powers can be chained perfectly and Emergency Power to Shields is a significant resistance buff
- Beam Fire At Will used to effect only a single beam
- Science Ships got the Sensor Analysis Power and +15 Auxillary Power instead of +10 (and even before the Science Powers were slaved to Aux, Science Vessel PvE was the slowest)
- Charged Particle Burst shield drain was increased
- Tachyon Beam shield drain was increased
Would any of this have been necessary for PvE alone? Would the great cooldown mechanical overhaul worked out so well in Season 2 without an active PvP community?
Today, almost all powers and abilities are actually useful, and the PvP communtiy is always suggesting how to improve the final few ones that still are not.
Yes, we also got a lot of stuff nerfed and changed. But the goal is to make all the various powers and equipment pieces useful. But none of them overpowered.
What only is left to do for the rest of the community - find some champions to finally give the NPCs some teeth, and not just some boring hit point sponges with the occassional instant-kill-crit possibility at higher difficulty levels - actually make those encounters dynamic and challenging.