So, some obvious questions arise - like, does starship countermeasure skill effect the strength/duration (or both!) of the placate proc? How does that interact with the KHG shield placate, AMS, and the Entertainer Doff from the temporal lock box? Can I actually build a 'jammer' escort and simply deny my enemy a viable target? If so, that seems... nerf-worthy.
How much DPS on average does the +30 weapons prof actually add? How much does the 3% crit bonus add? It may be that even if you are not planning to run the jammer build that you would want to take the crit chance buff anyway, simply because it's the better DPS add.
How much healing do the shield procs actually add? And do points in Emitters buff the heal? Will shield regen buffs also buff the passive regen bonus?
Oh, also, note that at launch, there will be NO way to respec these choices - they are looking to add that functionality 'later', but to begin with, you are stuck with your selections. This means many silly things, but chief among them it means that it will be nigh-impossible to 'fix' a power once this goes live, because people will (rightly) lose it if the power they picked and are now stuck with gets nerfed.
So, yeah, there needs to be some intense testing of these powers, which means there needs to be a way to get access to them without grinding the rep tiers, since the patch will go live before anyone can get access to the 'problem' powers. I'm SURE that Cryptic has some in-house QA working on this, but honestly, really, are they testing things like the Jam build with full spec into crit chance, critx3 weapons, full points into countermeasures, AMS, and KHG shields? Because if not...