Sorry for the delay Tim, I've been bogged down with real life! Having had a look here's my suggestions for your BOFFs:
Lt.Cmdr Universal Science -> Tactical Officer with following powers:
- Beam: Overload III
- Torpedo: Spread II
- Tactical Team I
Lt. Tactical with following powers:
- Distributed Targeting I
- Kemocite-Laced Weaponry II
Cmdr Engineering Miracle Worker with following powers:
- Mixed Armaments Synergy III
- Narrow Sensor Bands III
- Let it Go II
- Emergency Power to Weapons I (Use this in conjunction with Emergency Weapon Cycle trait)
Lt.Cmdr Engineering changes powers as follows:
- Reverse Shield Polarity II
- Engineering Team II
- Emergency Power to Engines I
Leave the science station ensign station as is since Hazard Emitters I is useful for getting rid of DoT (Damage over Time) effects.
Moving onto your power rotations, using the above recommendations I'd suggest the following:
Tray 1: Go Down Fighting (Use in conjunction with Good Day to Die personal trait, this allows activation at any time), EP2W (Emergency Power to Weapons) Kemocite-Laced Weaponry, Torpedo Spread II, Beam Overload III, Narrow Sensor Bands III, Mixed Armament Synergy III, Attack Pattern Alpha, Tactical Initiative.
Tray 2: Reverse Shield Polarity II, Tactical Team, Vulnerability Scan, Energy Amplifier Battery, Let it Go II, Engineering Team II, Emergency Power to Engines I, Brace for Impact.
Tray 3: Various clicky console powers with Reputation powers (from T5+ reps) Delta Alliance Beacon, Red Matter Capacitor, Weapon System Efficiency Cruiser Power (You should always have this up as it reduces weapon power cost for you and allies).