You guys are "phaser capacitor half empty" guy's while I'm a "phaser capacitor half full" type I suppose.
On photons, I think they're really REALLY powerful weapons. I'm playtesting it tonight, but it occurs to me that a fed fleet can be horrendously scary at range 15.
Think about it, when you're up against a klingon, those reinforced sheilds are going to soak up LOTS of damage anyway, possibly ALL the damage even at the 50% effectiveness you get at short range. Lastly, only a pakled would allow you to get a sweet overload shot on a cruiser with the maneuverability of the klingons. Fed arcs do not help in this.
Let's think about this a second. Are you going to hang onto your photons until you can get an overload shot? Or are you goint to simply wait till short range. I say let those suckers ALL loose at long range.
What do you lose? 17% of a chance to hit? Even at close ranges you pray for 6's so you can bypass sheilds....and long/short/point black...you've got the same chance of rolling a 6. Plus you hardly care at all about your opponents reinforced sheilds, b/c you just bypassed them by rolling a six.
It's also FAR easier to keep your enemy in your sights at these ranges. That means more if not ALL of your fleet's photons possibly firing at the same target. Klingons WANT to be in close where they can avoid all but a select few of your photon arcs. At range 15...you can likely have ALL of the sweetest targets within your photon arcs.
How many photons bypassing sheilds does it take to cripple a D7? Two photons with one scoring only a single critical (of which you get 8 chances to get that critical) brings a D7 down to around 10 damage (give or take depending on bulkhead hits). That's two damage away from being crippled....I suppose we'll be firing lots of phasers at this target as well. It's also in the best arc for phasers....straight ahead.
How many photons will a typical federation fleet kick out at 1000pts? Around what....20-24? At that range they can gang up. Thats averaging 3-4 photons penetrating the sheilds on 6's. Thats ALSO 12-16 chances for Devestating +1 critical hits. Get some crazy dice rolling and you're looking at a scragged klingon ship b4 he's able to properly engage. Oh, and he didnt dodge out of your forward arc while you were jockeying for an overload shot like a noob agains superior mobility!

How are your klingon reinforced sheilds workin' for ya?
Keep one of your ships back with it's photon's loaded to keep the Klingon honest for a turn while you reload. This tactic is also a fine reason to use the New Jersey class Varient at three photons a turn.
Photons are a direct fire weapon. They are devestating multi-hitters. Direct fire weapons bypass sheilds. Use that knowledge and keep the quadrant safe for democracy.
We come in peace, shoot to kill, shoot to kill, shoot to kill..........
Besides all this, I recommend....."PRAYER Mr. Saavik, the Klingons do not take prisoners."