Alright, let's see what I can do:
1- Beam Overload (in my humble opinion) is terrible. Doesn't do that much dmg, and more importantly shares a GCD with target subsystems. Were I you, and what I've done, is gotten tactical team. First, it's a dps up, and second you only have one team (your science team) which has a cd of 45 seconds, and a team gcd of 20, meaning that even in pvp you could use it 20 seconds after sci team and it wouldn't hinder your survivability at all.
2-Wasted points in (currently) tactical squad leader and eng leader. Assuming you go for tactical team, that one is fine, distribute the rest of the points to your other tier 1 abilities (max out operations, for example). It's only 1 more than you have now, but it's 1 more to everything, and when you start doing raidisodes you don't get your boffs anyways, which means it's only useful for solo dailies, which are easy enough to alt tab to porn while your weak boffs kill things and keep you alive.
3-wasted points in physiology and nanite imo. Ground is pretty cakewalk atm (even the raidisode) so spending any points in there seems like a waste to me, especially RA points. bump up your ship, or put points in aux performance.
4- 9 points in spacial anomaly with only tr2 seems like a waste. Either go VM1, TR3 with spacial, or pick something else I'd say. Maybe it's overkill, I haven't researched it enough, but only having rank 2 of an ability which costs you the most skill points seems counter intuitive.
5- Don't need points in deflector dish. None of your abilities use that, so you could spent those points else where. Keep the scanners, as other things like yous sensor scan use those. You could use all the points you get from that to increase your engine performance. Not saying it's a great choice (though I myself use it), but it's still more productive than where they are now.
Keep in mind there's supposed to be 3 new things added to the trees: something about critting more, getting crit less, and manoevering or something. Haven't been paying enough attention, but something to keep in mind.
Hope this helps, and hope I didn't make myself look like an idiot
Sciteam 3 takes the third slot, not fourth. +%to resist is a waste imo. I'll assume that's an eng slot and that you're riding a DSRV or whatever, at which point I'd suggest +6 to aux or weapons or something.
Can't look at java at work, so cannot help you further.
combat manauvers / attack vector / battle strategy can provide a nice boost to dps and manoeuvrability, i use these 3 skills with my build and quite often in pvp i come in first with at least 300k more damage then the Escorts.
Skills: Tactical - High Yeild 1, Rapid fire 1, beam overload 1
Engineer - E_Power to Shields 2 + Engineering team 1
Science - Hazard Emitters 1+2, Science Team 1+2
- Feedback pulse 2, Tykens Rift 2, Viral Matrix 3
Consoles: Tactical - 2 tetyon generators, 1 Quantum
Engineer - 1 Eps flow regulator, 1 Weapon power upgrade
Science - 2 Deflector field upgrades , 2 Sensor probes (you could swap the sensor probes for something else they don't provide a great boost)
don't worry about power drain it shouldn't be bad with this build.
Hazard emitters and science team will heal better than Engineering teams so make use of them for yourself or alleys, hope this helps.
I want to be able to solo PvE content but be a good space healer/support. My current "fleet" is a joke and I dont think I will be doing any "raiding" for a while, so there will be no ground healing in my near future. Living in Germany has proven to be though on finding an English speaking fleet, that's not even mentioning the six hour difference.
My current power settings are 75W-25-25-50 or 25W-50-25-75 when I'm in trouble.
Unlike WoW, I have not been able to wrap my head around the stats and mechanics of healing / dps on this game, so if I have totally messed this guy up, let me know. I would also love some weapon / consoles suggestions.