Due to having only two tac consoles and two tac powers, your choices are limited.
The most obvious is to replace your tac consoles with Fleet Spire's Vulnerability Exploiters with [+Pla] and Fleet Embassy's science consoles with [Pla] [-Th]. These will further increase the damage output of your plasma weapons. In fact if possible, put all 4 universal consoles into your engineering slots and get 4 of these science consoles to maximize plasma damage. Since your ship's already fairly survivable, you don't really need that Tetraburnium hull plating. I'll leave it to you to decide if its worth dropping the RCS console as I'm not familiar with the turn rate of your ship.
As per what I told Joel, a ship only does maximum damage when all weapons are firing. So you may want to consider dropping the torpedo and DBB in favor of 2 more beam arrays and just focus on broadsiding enemy ships.
For boff abilities, Timelord's suggestions are good. Also, you have A LOT of heals and defensive abilities. It explains your ship's survivability, but it also explains why it doesn't do a lot of damage. Typically I limit myself to 2 shield heals and 2 hull heals, leaving the rest for more offensive powers. If you are willing to drop some of the defenses, there are two possible ways of changing your boff abilities. You can either go for a more standard build with focus on more power to weapons, or go for a Dual Aux2Batt build. Bear in mind the dual aux2batt build will require two very expensive duty officers and there are many players who hate the constant button mashing and ability juggling required to keep the build humming at full strength.
Here's the more standard build:
TacTeam I, FireAtWill II
EP2Shields I, ReverseShieldPolarity I, Aux2SIF II, DirectedEnergyModulation III
EngTeam I, Aux2Batt I, EP2Weapons III
TransferShieldStrength I, PolarizeHull II
HazardEmitters I
To use Dual Aux2Batt, just swap out RSP I with a second Aux2Batt I.
The most obvious is to replace your tac consoles with Fleet Spire's Vulnerability Exploiters with [+Pla] and Fleet Embassy's science consoles with [Pla] [-Th]. These will further increase the damage output of your plasma weapons. In fact if possible, put all 4 universal consoles into your engineering slots and get 4 of these science consoles to maximize plasma damage. Since your ship's already fairly survivable, you don't really need that Tetraburnium hull plating. I'll leave it to you to decide if its worth dropping the RCS console as I'm not familiar with the turn rate of your ship.
As per what I told Joel, a ship only does maximum damage when all weapons are firing. So you may want to consider dropping the torpedo and DBB in favor of 2 more beam arrays and just focus on broadsiding enemy ships.
For boff abilities, Timelord's suggestions are good. Also, you have A LOT of heals and defensive abilities. It explains your ship's survivability, but it also explains why it doesn't do a lot of damage. Typically I limit myself to 2 shield heals and 2 hull heals, leaving the rest for more offensive powers. If you are willing to drop some of the defenses, there are two possible ways of changing your boff abilities. You can either go for a more standard build with focus on more power to weapons, or go for a Dual Aux2Batt build. Bear in mind the dual aux2batt build will require two very expensive duty officers and there are many players who hate the constant button mashing and ability juggling required to keep the build humming at full strength.
Here's the more standard build:
TacTeam I, FireAtWill II
EP2Shields I, ReverseShieldPolarity I, Aux2SIF II, DirectedEnergyModulation III
EngTeam I, Aux2Batt I, EP2Weapons III
TransferShieldStrength I, PolarizeHull II
HazardEmitters I
To use Dual Aux2Batt, just swap out RSP I with a second Aux2Batt I.