Forgive me if I ramble a bit but I'm drunk as I write this. I've just had many a cocktail
Let's see.
Skill set up: I woudl suggest the following:
1. Lt Cmd Eng: EPS1, RSP1, EWP 1
2. Esng tact: TT1
3. Lt tact: TT1, CSV1
4. Lt Eng: EPS1, AuxtSIF 1
5. Cmd Sci: TSS1, HE2, TBR2, GW3
The combination of tactical team, EPS1 and RSP will mean that no mean PVE generated ship will kill you. In fact even PVP you'll be tough. It means that you'll be around longer to do more CC and more DPs.
The combination of GW3 and TBR2 means that you will be doing heaps of direct to hull damge. With the correct doffs this can be even more devastating (see below).
The other skills also give you a good heal base to support your team mates, or yourself if you're ever in a corner.
Equipment: What you've got is ok but can be better. I would suggest that you keep the aux cannons. I mean it's a vesta...you've gotta have aux cannons...they're the only DHC that run off aux power. Personally I use torps but hell I shoot people not massive hulls of PVE ships. For survivability I would use the borg deflector and borg impulse engines. The bonus heals are great. For the shield I would use either the MACO that you have or the fleet shield.
The rear weapons are debatable. Remember that their damage will be not very great as all your power will be diverted to aux (see below). Other options which I suggest is the 360 degree antiproton beam which you get with the new Dynson sphere mission - this allows you to at least do subsystem targeting. Yes whilst it is antiproton in nature you're not wanting to do damage with it...you just want to sabotage critical systems. The rest of the aft weapon slots I would suggest the turrets you have or mines - eg the romulan tractor mines are really annoying and good if you're aiming for CC
For consoles I would suggest:
1. You must max out on your particle generators - I would have a minimum of 3 fleet particle generators (shield or hull heal). Ideally five but then you can't slot the special vesta consoles which are fun.
2. I would get the tachyokinetic converter console. Remember that with DHC you have a a 90 degree firing arc so you need your ship maneuverable to bring your weapons to bear.
3. The phaser consoles are fine
4. I would strongly suggest the plasmodic leach console since you are running an energy weapon build
5. Hanger - yellowstones!!!!
Energy levels: 100 aux, 50 eng, 25 shields, 25 weapons
Doffs: This is where the power comes from. But which ones you get and what you use depends on your play style/needs of the game.
To keep the uptime of your CSV up I woudl run 1 or two energy weapon officers that decrease the cool down of cannons special attack. I would also suggest you get for the GW, deflector officers (ideally 2) to decrease cool down time. If you are going to run TBR as I suggest, I STRONGLY recommend you get the new Voth doff which turns the push into a pull ..... think about it....mines and EWP and pulling all the enemy ships into the plasma ....evil +++++ With 3-5 particle generator consoles also your damage will be DIRECT TO THE HULL 1500+ per second. Other doffs to consider - doffs that celanse debuffs everytime an emergency power to X is activated. Doff that increases RSP time. So many choices.
Skill tree: I'm sorry but it's a lot to type....basically I would recommend you have 9 in particle generators and 6 in graviton generators. Max out maneuverablity, energy weapons and things that make you move fast. Left over points put into things that boost power levels like warp core potential. I would always recommend a few points into power insulators to insulate you against enemy drains, armour and sensors and internal dampners.
I hope this helps. If you have any quesetions please ask. Better yet look me up in game...there;s nothing like testing your ship against a real person
Dave