I wanted to share some feedback in your survey thread, but it came and went much too fast (I don't watch the forums every day).
One crucial flaw that I believe is frustrating people - definitely frustrates me - is that the way fails are set up even a good player (or two) can't carry the team. One slip-up or misclick from any member of the team basically screws up everyone, and there's nothing anyone else on the team can do to prevent it.
1. In Undine Infiltration Elite, one person selecting the wrong "Quarantine/Clear" screws up the whole team. I've gotten to the point of using the pre-game chat to tell everyone that I can just do all of the questions myself if they're not comfortable, and sadly that has worked a couple of times. My four teammates simply wait/fight Bajorans while I run from suspect to suspect. Of course, even I have once clicked the wrong button, even though I knew which one I was supposed to click. Just got into a routine and misclicked.
2. In Azure Nebula Advanced, a friend and I can clear two camps ourselves before the 3 minute window (even level 5 Falchions), but we still fail because the remaining three players can't get one. We literally don't have time to fly across the map for a third one, and now my friend has given up and doesn't want to play anymore.
3. In Borg Disconnected Advanced, I can consistently use my Scimitar to take an area and get all spawned ships within 10-15 seconds alone (5-10 if I have one decent supporting player). Still, not enough ships spawn in my one area to handle the 15 requirement in any stage, and the map is too large for me to fly from my area to someone elses and back.
In each of these cases, I don't see how to improve my personal gameplay to compensate for this. It feels as if there is literally nothing more I can do, so how am I supposed to overcome these obstacles short of going out and building my own teams - which defeats the entire purpose of having a random queue?
One possible solution would be to change strict number of ship requirements to point score requirements, and scale the points based on the type of ship. The idea that a probe is worth just as much as a cube, or a T'liss as much as a Falchion, seems laughable. In those last two, it would at least give a chance for strong players to carry/help less experienced players