I've been spending a lot of time with builds/new ships lately.
Once your toon is 60 and has all its innates, traits, Reps maxed, and, is sitting in a T6 with at least Fleet level gear, it's kinda endgame time. The time where you look at all you've got and can get and try to find the pattern that fits best for what you want to try and do.
For me the build bug started out with getting new T6's for everyone that didn't have one already (3toons/5). Then there was the ISP data limits removal. Then I noticed an.... anomaly. I had 1 ship with just far out regen for both Hull and Shield, and, oh joy, it already had abilities (Doff powers + ship Masteries) that boost both of these things. So I was like "how far can I take this..?". And that's when the loss in combat (actual Play) time started. A little tweak here, little tweak there. What if I do this..
Now if I could remove some shadow and mystery from Captain Skills.. Like, does EPS flow affect Exotic damage..? Is +2 to all subsystems power or increased Turn rate or Shield pen for a shield Drain build really worth spending points on? Lemme grab my list, it's way longer than that..
There is more endgame to STO shipbuilding than I had originally thought. It's about Captain Innates... & Traits, Consoles(gear), Ships(gear), Reputation (Traits/gear), Boff Innates.., Boff power selection and Boff Ship seating (who can sit where and how many/what powers can they use) and adding Specializations like Temporal or Pilot to Boffs when possible/desireable, and... consumables and... accolades(is this what they call them?)... and... stuff I'm not thinking about or don't know about right now, and..... it's pretty cool.