I had posted an idea a while back just as the thread was closed, but I'll mention it again.
As for a forced aggro ability, I have seen a system that worked in the past in WAR. Instead of forcing someone to target you, which would be lame, instead have your "taunt" gradually make you do more and more damage (I.E. start overcoming shield resist) the longer you target them. Then the?person being targeted, in order to clear the defuff has to hit you (I think it was 5 times?) times to clear it.
I realize there would have to be some tweaking in order for something like that to work here, but it was a very clever way for taunt to work in pvp.
engineers could be made very useful if their effect cap was not 125, but 140, with it raise able to 150 in 1 subsystem by a warp core. the eng captains wouldn't have more base power, but they could put more power in a subsystem then any other captain, and it would have an effect. they could have the highest weapons power, very helpful for sustained damage weapons, or the most shield power to tank best with, or have the most possible engine power to actually move the fastest, or the highest aux levels that would provide the best aux healing and make some other sci skills a bit more powerful with that even higher aux level.
eng captains are so behind the curve that such a buff to them would make them as good as scis and tacs, and give them synergy with every type of ship, just like scis and tacs. they could deal more energy weapons damage then before, and unquestionably have the best support capability with their highest aux levles. on a sci ship, aux dependent sci skills could be strongest with an eng, but the eng is missing nuk, scan and sci fleet in exchange for mostly useless captain skills.
nadian would be a bit better if it was keeping energy levels fireing at 140 the whole time its up, that could actually boost dps a real amount. EPS transfer would actually go a long way toward filling up the now very large potential energy reserve an eng has, its pretty redundant considering how topped out most subsystems are now normally.
the effects from the higher energy levels will be sort of small, the weapons energy level wont equal any of the tac buffs, and it wont have the devastating CC built in like a sci. the self heals are the final equalizer. the eng captain would finally be truly an engineer, the best at repair and an energy level wizard