It is that bad DNordeen.
Clearly player patience plays a part, but assuming a patient D7 player...
There is no shot the Fed can hit the D7 with that puts the D7 in a position that he cannot recover from and repair if he goes high speed. The Fed does not have the power to go fast enough (32) whilst being capable of doing enough damage to overcome any repair effort the D7 puts in afterwards.
At range 16+ the D7 can go speed 32 and EM. That ensures that he fully repairs internal damage and is immune to further damage, plus he can also refill batteries whilst doing that. Or he can go 32 and repair 3 shield a turn and reinforce 1 damage a turn without using batteries. In order to keep up and prevent the D7 getting to range 26 where he is totally safe the Fed must also go speed 32, that leaves just 4 power a turn to overcome shield repair and battery, whilst dodging drones. If he uses 4 Ph1s he won't do it, if he uses 2 photons he won't do it.
In order to kill the D7 the Fed has to first stop the D7 going speed 32 long enough for him to be able to reach a range where he can hit hard, or maintain a decent damage rate over time - that probably means range 8. Just stopping him going EM or repairing is nice, but given that the D7 repairs 4 power in 3 turns the Fed will be very hard pushed to deliver both that initial good shot to stop the EM/repair and then another really good follow up to slow him down below speed 32 for long enough. We are talking 1 in many billions for 2 such volleys in succession.
The best shot the Fed can do whilst chasing at speed 24 (without batteries) is 4 photons hitting and 4 Ph1s rolling 1s. That would be 40 damage. Assuming a 22 point shield and 3 batteries that would be 15 internals. The most power damage that can achieve is 8 power if you roll 1 on the DAC twice over. Damage control at the turn end repairs 1 so the D7 is 7 power down - still enough to go speed 32, whilst the Fed now only has Ph1s to shoot with next turn, probably against a different shield. The Fed will get 1 more photon volley in before the klink is EM at speed 32 immune to further damage whilst repairing, and the klink could go EM before then if he can afford to trade hexes for a turn a or 2.
If that uber shot happens against a damaged shield with no power for batteries left on the D7 (not going to happen) then the Fed can start closing, but he needs to close quite a lot, so he needs to do a lot of extra damage to be reasonably sure of closing enough before klingon DC gets the ship back to speed 32.
So what are the odds of this uber volley? 1/6^8 = 1 in 1.6 million. Then multiply by chance of multiple power rows on the DAC - 1 in 60 million at least. That's almost 5 times less likely than me winning the UK lottery! That is for a shot that really doesn't get me much closer to winning!
OK, so at least until the D7 is already hurting our best possible shot whilst traveling speed 24 is not sufficient to put us in a winning position. So what is the 'average' damage situation. That depends slightly on the Feds tactics (whilst still going at 24).
The D7 is fairly easy, he can shoot 9 phasers a turn without turning into the Fed, and inflict an average 3.5 at max range. He also launches drones on a perpetual 2, 1, 2, 1 (actually he can do it a little better, but every now and again he will need to repair a burn through, so 2,1,2,1 is good enough).
The Fed at speed 24 has to make a few decisions - but starting with what maximises average fire power, which is 3 photons and 6 phasers a turn, he averages 5 damage per turn, that is very lumpy obviously because of the photons.
That looks good for the Fed, but the Fed has no power for batteries, and no reliable counter to drones. Shooting drones that his ADD miss reduces his average to 4.5. The D7, however, does have spare power for reinforcement that reduces his average to 1.5. That is not all, the D7 at speed 24 can fire 9 phasers, battery 3 points and repair a shield per turn AND refill his batteries slowly. In other words the D7 can on average reduce all the long term average to 0. There will be moments that he gets a good photon hit, but slow shield repair will eventually catch up whilst the Fed is rolling bad later on.
The Fed is taking 3.5 per turn with no shield repairs, and no battery refill. That fight will eventually beat the Fed. Also, because that was using only 3 photons, it had even less chance of getting that 1 uber hit that slows the D7 down.
The Fed can put power to batteries, that stops the average damage he takes, but there will still be turns that he takes more than he can battery (in theory upward of 12, more likely rounds of 6 or 7 may be common enough), and unlike the D7 he can't afford shield repair so that will eventually rack up, meanwhile he is doing less to the D7 who now has even more spare power for shield repair.
You can go round different ways of allocating the Feds power, but no matter how you cut it he just can't out damage the D7 from a base speed of 24 (whether he goes 24+ or not). He is always getting worn down. Neither can he really hope to get some fantastic shot which puts him in the dominant position.
At some point he has to either slow down or drop enough photons to deal with what is happening, and at that point the D7 gets to come round with disrupters and up his damage a bit more, or even come in closer and go short range from a starting point of being in the better position power/damage/weapon arming wise.
Now that is not the say the D7 is going to beat the Fed, the Fed might just skip out to range 26 (though even that is hard) and leave, but there is no way the Fed is in an advantageous position, the D7 is always in the driving seat.
then turn and pursue at 24+1 turn after turn until he gets a range 8 shot.
Impossible, speed 32 is not enough to catch someone. That is all the Feds power, whilst the D7 can go 32 and shoot back every turn with 6 phasers taking no damage in return. That must always end in Fed defeat.
Clearly this an uber extreme scenario, if you want to fight on a fully open map with those ships then you really need to add in something else that forces something a bit more decisive. The most obvious is a time limit. As it stands that scenario could last 100+ turns. If you put a time limit of say 20 turns (quite long compared to most FC scenarios) and standard victory points then the D7 will be forced to be more aggressive at some point as he can't win in that time from long range. Neither can the Fed - but there isn't anything more he can do to force the situation, at least the Fed can be sure of a draw if the D7 doesn't get aggressive.
The other thing that might spice it up is limit DamCon as some scenario special rule. Part of the reason
the D7 is in such an unbeatable position is that he can always repair any internals, and he probably will be taking a lot more than the Fed early on - photons even without uber luck will be more likely to rack up burnthroughs over time, 2 photons or 1 and a couple of phasers is enough. The D7 on the other hand cannot really score internal damage from extreme range.