There are a lot of cards that my group always just pass up, and I'm wondering if they're legitimately bad, or there are more to them than what we see.
#1: Qol. +4 XP, once? For the price of a +3 XP commander? His stats aren't even big enough for you to want him around.
#2: Par Lenor. His ability is certainly unique, and I like it. But again, why not just have a +3 XP commander, so you can buy the card right away rather than putting it on hold? I don't think he's ever been picked up by anybody. You also only get him every 3-4 turns, so you have to get lucky that something good is out for you to lock.
#3: System Improvements. Great if you've gathered a lot of ensigns to trash. But by then you've probably already lost. You're not buying new cards just to throw them away, so its only useful mostly for starting hand cards, which you can trash anyway if you have a total bum hand early on. Seems like its only in there for the Borg.
#4: Natasha Yar. I don't think much needs to be said. Worf's ability is cir****tantial enough already. The only thing she has going for her is a lot of the best maneuvers are 5 cost, and you have 4 3 cost ones at the start. I think she'll get a special note in that it looks like awesome maneuvers like Engage are coming, and she might be paying off when she gets a new deck to play in.
#5: Sela. Sela isn't bad at all, but I don't think she's worth the cost. You get a weaker version of L. Troi's ability for 2 cost more, and only gain a couple attack for it.
#6: Romulans in general. Feds have all sorts of cool abilities. Klingons have great attack, and interestingly, awesome deck-manipulating abilities. Ferengi have really good stats for some reason, though their abilities are sometimes lacking. Romulans have... not much. A few manipulations of the top of your deck, but nothing terribly exciting.
#7: Geordi. I think I'll take Shields, use any leftover xp on a turn I don't have him, and be happy with it. I'm probably not drawing a War or a damaging event anyway.