I'm an Engineering Captain and looking to do mostly STFs. Should I venture into PvP I will probably swap back to healing in my Oddy, but just in case, would this ship suffice in PvP as well? I think that's about it...if I left something out please let me know. All current gear is Mk X or Mk XI and I'm working on gearing up in normals before shooting into elites.
Well from experience I would advise 1 torp each end and add a high yield tor to your boff layout, this combined with your torp spread will give you the ability to hit lots of targets for med damage or 1 target for high damage.
also on your engineering skills, it's an escort not a cruiser, your 2 EPtS powers will collide so I advise converting one of them into an engineering team (I recommend getting Engi team 1 and EPtW2 as you get better heal off engi team than Aux2SIF)
Also if you are running an attack pattern omega you don't need polarise hull (It's only real use in my experience is for escaping tractor beams which omega does anyway) I would however advise for STFs Jam sensors (it can save your backside when faced with a cube). Also don't duplicate Tac team, it will just conflict like EPtS.
On doffs I recommend you swap out the warp core engineer for a projectile (it's more effective for forward damage and there are soo many assignments he could be doing) and unless I am wrong the shield dist doff doesn't do much for this setup so I recommend swapping him out for one that lowers all bridge officer cooldowns (There is one I just don't know which it is)
At a glance I'd ditch PH for TSS. If you're cycling AP:O1 you'll be immune to tractor beams half the time anyway and the Shield resist boost and heal is better than the Hull resist boost.
The rest looks pretty good, the EPTS and TT1 Cycling will help survivability a lot. I'd prefer C:SV of C:RF for STF's but for PVP against Klinks energy based AOE's can be suicidal. Ditch the Energy Weapon Doff and possibly Warp Core engineer Doff for more Projectile weapon Doffs. I think you're always at global cooldown right now anyway with CRF and the bonus energy from the Warp Core Doff is awesome but unreliable, a pet peeve of mine. I'm not a fan of Shield Distribution officer but it doesn't seem like a bad draft choice adding a shield heal on a one minute CD to a low value niche power is a GOOD thing.
You can either have APB3 or CSV3 in the Commander slot:
APB3 (+50%) and CSV2 (+20%) = +80% Cannon Damage output to 3 targets
APB2 (+40%) and CSV3 (+25%) = +75% Cannon Damage output to 3 targets
APB3 (+50%) and CSV1 (+15%) = +72.5% Cannon Damage output to 3 targets
Never mind the fact that APB3 also works against your torps, pets, fighters, teammates, deployable damage patches, gravity wells... etc etc. and lasts for fifteen seconds instead of CSV's ten. Honestly, the rank of CSV you use isn't important at all, the damage multiplier it grants is tiny, the main function of it is to turn your damage into an AoE.
If you throw in Torpedo Spread:
TS3 = +137% versus 5 targets
TS2 = +107% versus 4 targets
TS1 = +078% versus 3 targets
Assuming you have only one Commander slot, and one LtCom slot "spare" to choose from (APO1 anyone?!?):
APB3 and TS3 and CSV1 = +72.5% cannon fire (3 targets), +255.5% Torp fire (5 targets)
APB3 and TS2 and CSV2 = +75.0% cannon fire (3 targets), +210.5% Torp fire (4 targets)
So it's better to go for TS3 and CSV1 rather than TS2 and CSV2.
What about if you want to include a copy of CRF?
APB3 and TS3 and CRF1 = +95% cannon fire (1 target), +255.5% Torp fire (5 targets)
APB3 and TS2 and CRF2 = +110% cannon fire (1 target), +210.5% Torp fire (4 targets)
OK, what about if you want to run 2 copies of "APB" for sustained damage over time: APB3 is a given, but is it better to run APB2 or APB1 for the second copy?
APB1 and TS3 and CSV1 = +49.5% cannon fire (3 targets), +208.1% Torp fire (5 targets)
APB2 and TS2 and CSV1 = +61.0% cannon fire (3 targets), +189.8% Torp fire (4 targets)
So APB2 + TS2 is better damage over time, but APB1 + TS3 is better spike damage.
TL;DR: Go for APB3 first and foremost, then Torp Spread. Cannon Abilities last (CRF before CSV if you're taking both) and if you're taking a second copy of APB, it's up to you where you slot it. Just remember that CSV1 is nearly as good as CSV3.
If you want to optimize for STFs I would reccomend:
Slotting 3x Shield Distribution Officers and use Brace for impact as often as you can.
the other 2 Doffs are up to your personal choice.
2.1.1: Tactical stations:
I run addaptive station setup, But you will need about 4 Tactical Doffs for it
Doff1: TT1, THY2, CRF2,APO 3 (Since you're an engineer use 2)
Doff2: TT1, THY2, CRF2
Doff3: TT1, TS2, TSV2, APO2
Doff4: TT1, TS2, TSV2
So generally I switch between pure Single target setup(1,2),pure multi target setup(3,4) and mixed setup(1,4) depending on the situation.
2.1.2: Never run CRF3 with APO1, CRF2 Does about the same damage because it consumes less power, and you get a greeter boost from APO2.
2.2: Engineering stations:
It's probably only personal choice, but I run EPTS1,RSP1.
2.3: Science Officers:
HE1,TSS2 (But you can swap them if you want)
My build focuses on shield tanking combined with hit and run tactics:
Dive in, do as much damage as you can, whenever your shields, shield healing abilities, tanking abilities run out, Hit APO and Evasive and get the hell out of there.
Recharge, maybe wait for someone else to draw argo, repeat.