some more data (had to reread the thread to remember these things)...
Photon torpedo: always did 8 points of damage, no matter the range, it just had a very low hit probability at long ranges. Took 2 turns to arm, costing 2 energy per turn.
Disruptor: better hit probability, but lower damage and damage was based on range. Took one turn to arm (can fire every round) costing 2 energy to arm. The disruptor, at ranges from 9-15, rivaled the Ph-1 in damage-to-energy ratio.
Overloaded torpedoes did double the damage, costing twice as much power to arm, with a maxium range of 8.
I like what you did with overloading since you don't get quite double the damage so it takes more thought if you want to use it. In SFB games I played torpedoes were almost always overloaded when the combat was within range 8 and energy could be spared for it.
Shields (if I remember these correctly, and I just threw out all the SSDs with huge dust bunnies sitting on them ) ...
Fed CA : 30, 24, 24, 20, 20, 20
Klingon D7 : 30, 22, 22, 15, 15, 13
D7B & D7C : 30, 22, 22, 20, 20, 20
IMO (and I hate to say this since I usually play Klingons), change the AS and AP shielding of the D7 to 1-1 (instead of 2-1). This might help bring the cost of the D7 down.
hull...
Klingon ships were a little more fragile than their Federation counterparts (had less hull boxes and "free hits", e.g., Labs), so I suggest changing the Klingon D7's hull to 9. Of course, maybe you can't fit stuff into a 9 hull?
engines...
All ships had the same maximum speed in SFB (31), but Klingons did have better turning capabilities, so the engine ratings seem fine.