We did a playtest tonight... The Feds had a Constitution Class Cruiser and a Saladin Class Destroyer. The Klingons had a D-7 and an F-5.
The game ran very well using the 2.0 modifications. The Feds (played by my son) won (I was the Klingons). The F-5 was destroyed on turn 8 by a photon salvo from the Saladin (it had been partially damaged before). The D-7 disengaged by turn 10.
All the ships took a reasonable amount of damage, so I think the weapons in 2.0 are working well. However, several minor things came up which need tweaking;
1) Damage control. As written in the rules, it's too effective. We stopped using it after turn 5 or 6 as it became apparent that the game would last indefinately with it. A possible alternate rule; Divide the ships current hull points by 3 (round down, minimum of 1). This is the number of damage control rolls allowed per turn. So... a Constitution class starts with 3 rolls (11/3=3.67, rounded down=3) instead of 11.
2) Tractor Beams. I hadn't planned on tractor beams being used multiple times in the same turn, but my son needed them to fend off the Klingon drones. So we made an on-the-spot rule; Tractors work on 4+ the first time, 5+ the second and on a 6 the third time in a single turn.
3) Drones. The rules state that a drone must roll 4+ to hit. My son couldn't understand how a drone could miss, and I kind of agree. I would assume that even if they didn't score a direct hit, they would explode when in proximity to the target and still potentially cause damage. So, as an alternate rule; Drones do not need to roll to hit. They automatically explode when they come into contact with the target. They still must roll for shield penetration though (at shield rating/2, as per the fighter rules).
4) Maximum Speed. As written, the Warp Speed rules do not account for reduced maximum speed due to engine damage, only reduced thrust. since most ships have a significantly higher maximum warp speed than they have thrust, I propose this; For each engine hit scored, reduce the maximum warp speed and emergency warp speed by one. If the ships current velocity (after being damaged) exceeds the new emergency warp speed, immediately reduce its current velocity to the new maximum emergency warp speed.
5) Turning. The basic FT rules limit the amount of thrust used to turn to half of the total available. I propose allowing ships to use ALL their thrust for course changes.
I'll be updating the file to include these changes, as well as adding a few more clarifications.