i'll start with the PvE monster:
Cmdr. Tac: TT1, ApB1, ApO1, CSV3
Lt. Tac: TT1, CSV1
Ens. Eng: EptS1
Lt. Cmdr Uni - Eng: EptE1, Aux2Bat1, RSP1
Lt. Uni - Sci: HE1, TSS2
Doffs: 3x Purple Technician (B'tran), RSP doff,
Equip:
Fore weaps: 4xDHC (rom/fleet plasma - [CrtD]x2 / [CrtD])
aft: 2xTuret (rom/fleet plasma [Acc]x2), Kinetic Cutting Beam
Deflector: Assimilated Borg
Engines: Assimilated Borg
Shield: Elite Fleet Resilient / MACO XII / Adv. Fleet Resilent
Consoles i'd start with
Eng: Mannheim, Assimilated Module
Sci: Zero Point Module, maybe Plasmonic leech, rest Embassy Plasma (skills i'd prolly take Shield Emitters and/or Flow Cap to increase leech drain)
Tac: 4x Plasma Infusers of course
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a single Aux2Batteries with 3 technicians should allow you to keep both EptX up and running while also reducing the CD for RSP, ApO, ...
howerver Aux2Bat builds certainly have their downsides as well (difficult to fly due to more timing-requitrements, low aux cycles, ...) but that's prolly what i'd try first on that ship.
if you want to take a different route, replace the technicians with damage control engineers and slot an Aux2SIF instead (or Aux2IDampeners + the new doff for longer uptime + energy res, as an eng you prolly don't need the heal anyways)