Build a Science Captain in Star Trek
In Star Trek Online, for ground skills you can stack both Scientific Practice and Scientific Theory, the two base-level (star trek credits) abilities, since they impact such a wide range of capabilities, including the ubiquitous Tricorder Scan.
Skill-wise, you should put maximum points into the basic starship attack vectors, command, etc. trees, as well as phasers and quantum torpedoes the load out used on the DSSV. You went all the way up to 9 ranks in deep space science vessel captain, in hopes of mitigating some of the limitations of the vessel. Still handles like a brick with warp engines, and looks like one, too.
You can consider doing the Analyst kit for ground actions, which means you may want to snap up a couple levels (star trek online credits) of Radiology for the Tachyon Harmonic, although you must admit a certain fondness for Gravimetric Shift from the Geophysicist kit, which benefits from Exogeology. Notably, in thinking about the upcoming Undine Terradome, noticing that the Undine encountered in ground actions to date don't have shields, so Tachyon Harmonic may be a useless skill there.