That isn't nearly enough to go bye. What kind of BoPs? Which Science Ship? Which weapons and powers were the BoPs using? What about he Science Ship? How experienced at PvP are the BoP players? The Fed Sci player? Were appropriate countermeasures used?
I'm not a great PvPer, but I can beat at least some Federation players in their Science ships. The really good PvPers will clean my clock no problem. I've seen good PvPers on both sides defeat multiple opponents.
Science, in the right hands, is an incredible thing but in general balance is pretty close to right. The Ablative Armor on the Intrepid-R is suspect but can be countered in a 3 on 1. As the others have said, there really isn't enough information to go on. Just try to remember that the pilot makes a big difference. Calling for a nerf out of frustration is never a good idea.
Shields resist can get insane on Science ships and drive attackers a bit crazy - I am guilty of the "ungodly schields resist" approach myself; However, it's the only thing science vessels really have; Strip it off, and they blow up if you look at them too long. On the other hand, the damage output is risible - I guess that the ship you talk about barely laid any damage on any of the BOPs.
To tell the entire story, I was in a good game last night whose result didn't tell the full story (15-1, but we had to sweat to get the kills), and even the Defiants' shields simply wouldn't buckle...
Escorts and BoPs are weaks against many Science Ship builds - at least in that they have a hard time defending effectively against it.
Still, particularly a group of BoPs should have someone that can stun the Science Vessel to disable Ablative Armor (for Long Range Science Vessels) or just generally make reacting to damage difficult. Science Vessels self-healing capabilities can be good, but they leave long gaps - exploit those gaps.
Yeah, I would not be in favor of anything that makes Science vessels irrelevant.
Some people, like me, like the gameplay options of a class that deals with control abilities. It fits my play style and predilections way better than Tactical and Engineering officers do.
I like to think of Science officer abilities as a combination of medical technology and electronic warfare abilities.
It's not about an "I Win!" button. It's about adding elements that can change the nature of a battle by strengthening friendlies' capabilities or weakening/disrupting the capabilities of the enemy. It can also sometimes alter the flow of combat enough to give friendlies a chance to recover or change tactics that they wouldn't get otherwise.
Too bad if that messes with somebody's Alpha Strike adrenalin rush, or stops instanuke attacks in their tracks. I'm not calling for nerfs on those, so why should Science get short shrift?