Hey,
Here're a couple of ideas for abilities (Fed Wise):
Tri-Cobalt Devices (either Nebula or Galaxy- personally I think Nebula would make more sense):
Ability: ACTIVE
Unlocked by one of the Torpedo upgrades (or another random upgrade).
Antimatter cost: 300/275/250
Damage to Structures: 3000/3500/4000
Reload Time: 90/75/60
While I know Voyager was the only ship (I know of at least) to carry a complement of these, they are obviously Federation technology, and certainly seem good at taking out Structures (VOY: Caretaker). Ofcourse it would probably be too overpowered if *every* Intrepid could use them, so making it a Nebula or Galaxy power makes more sense.
Ablative Hull Armour (Defiant).
Ability: PASSIVE
Unlocked by one of the armour upgrades (right now they seem to be placeholders if anything on the Fed side).
Additional Armour (vs Directed Energy Weapons): 5/10/15
Additional (vs Torpedos) Blocks 25% Torp Damage/ Blocks 50% Torp Damage/ Blocks 75% Torp Damage
Antimatter *lost* per Torpedo hit: 15/10/5
This ability is similar to the Radiance's Antimatter, however it takes a reverse approach. Since the Defiant's Abblative armour was meant to literally break off with the energy weapon beam to reflect the damage away from the ship, it obviously would eventually run out. By making this armour increase *use* antimatter, you're restricting the player's option to use other useful abilities during a firefight (as the ablative armour would lose you your antimatter very quickly).
But yeah, there's a pair of ideas- let me know what you think
.