I ran a demo game today, and played in it due to lack of enough players. I played the Feds, and got beat again (2 times in a row now).
I kept losing initiative (won 1 time in 5 turns), and my opponent was canny enough to stay at 16" or so. He was plinking me to death with disruptors, and so I had the choice of try to close or back up boosting shields, which probably wouldn't have helped that much.
I went for it, trying to wade into the midst of the Klingons hoping to blast even one ship. I left 2 FF about 8" behind the front 2 ships, hoping to rush them into the flank of an unwary Klingon cruiser. the 2 FF got jumped by a D7 and F5 and were not able to get into photon arcs. EVERY Klingon ship was able to maneuver out of my Fore arc.
The Fed CA when attacked from the flank isn't that impressive. 4 P-1 (2 P-3 held back for drone defense) vs a D7 that easily gets to range 4 and unleashes a 7 phaser RX attack (3 P-1, 2 Waist P-2, and 2 turret P-2) PLUS 4 disruptors. And the CA is firing back into the Klingon's front shield to boot. Recipe for disaster, which is what it turned out to be.
There's got to be a better way; the playtesters seem to mostly agree that the Feds and Klingons are balanced, but so far I've not figured out the magic tactic that'll enable me to actually get target in Fore Arc more than once in a blue moon.

Heck, my CA never got a photon shot at all, and the BCH only got a lousy shot (had taken a -1 to hit weapons critical), and needed 6's to hit at all...of course he whiffed all of them.
The only ship that got to reload photons was a single FF, which did a decent job of trashing a F5.
With the BCH, I kept boosting shields, such that the ship drew a ton of fire. What was crazy was that the Klingons kept rolling tons of "6"s such that the BCH was down to 2 internals above being crippled, but had only lost 5 (!) shield boxes.
I have no major problems with the mechanics of Photons per se. What I have a problem with is that the Klingon cruisers get turn 4 AND Agile. I think they ought to be Turn 4, no agile. That might help a little with the Klingons having such an easy time staying out of the Fed's front arcs.
A D7 in SFB is turn mode B, and a Fed CA is C as I recall. While the D7 is more maneuverable, I've found that the CA rarely has a big problem getting the D7 in front arc at even 4-6 hexes. Except for a very close range knife-fight when it can be difficult to achieve a forward arc shot. It just seems wrong that the D7 not only has a shorter distance before being able turn, but it can make 90 degree turns instead of 45 degree turns.