Something I neglected to mention in my post above, which is the kind of gibberish I write on the bus it turns out, is that Aux to Battery
was MADE FOR THIS SHIP. Well, with Technician Duty Officers, at least.
Seriously. Go get two/three technician duty officers (which lower the cooldown of all abilities when AtB is used, including other abilities of AtB I think), take two copies of Aux to Batt, and go crazy. A build like thiss <!-- m -
<a class="postlink" href="http://www.stoacademy.com/tools/skillplanner/index.php?build=AtBChimera_1615">http://www.stoacademy.com/tools/skillpl ... imera_1615</a><!-- m -
could start getting a bit ruinous - you don't need multiple copies of skills because the AtB effect lowers the cooldowns hugely. Pack DHCs on the front and turrets on the back, swoop in, obliterate everything, cackle to yourself as you spam all your abilities.
Obviously you can change things - you can run one copy of AtB and get away with it for instance - but you need 3 Purple Technician Duty Officers, which might be a bit troublesome to get hold of, depending on your resources. Keybinds (which are reaaally profitable to figure out) will be pretty much essential in order to let you have AtB cycling continuously. You could go for a more Science-focused slant on it if you wanted and use Tyken's Rift/Energy Siphon, Polaron Weaponry and lots of flow Capacitors, or.. other things.
This stuff goes the same for the KDF variant, for obvious reasons.