Personally I tire of this tit for tat, but I guess I started it so now I will end it.
The implementation of the klink dizzie is flawed for a number of reasons. First, it looks and acts like the SFC2 dizzie when clearly it is not. The klink dizzie is now a primary and not a heavy. Taldren had to make innumberable alterations or eradications of the essential SFC2 framework in SFC3, yet the dizzie still looks and acts the same way. Yet there is no reason why it should bear any resemblance to its SFC2 counterpart other than some vague notion of continuity and the unwillingness to write new weapons code for it for some reason. Case in point, the rom plasma. I have never seen any TNG, DS9, etc reference to plamsa yet here it is in SFC3. Why? Perhaps some tech manual somewhere says they still use it but reason away why it has never been seen in a TNG or DS9 episode. Who the hell knows? Note I have not seen Nemesis, so I dont know if plasma is in that. More likely, it is a SFC2 holdover, again vague notion of continuity with SFC2, etc. The point being that there were any number of conscious choices Taldren made that seem like holdovers from SFC2:
1. Anti-matter mine=nuclear space mine
2. Ion cannon=mauler
3. mines=mines (yeah there were lots of mines in TNG, lol)
4. marines=marines (again lots of raiding parties in TNG)
etc.
Taldren might have made any number of choices. When it came down to it, they bagged on real Borg, no cardies, no dominion, and left SFC2 stuff in that makes no sense in a TNG context. I suspect that their motives were to save as much development as possible hence the SFC3 SFC2 hodge-podge.
Second, all other primaries can hit targets at warp. Klink dizzies cannot for all intents and purposes. The tactical handicap is this among others. When an opposing players is damaged well enough that they feel uncomfortable taking weapons fire, they may warp jump away from you as a klink repeatedly and repair and shield regen. They may do this with impunity as you can never hit them with your dizzies. I am not speaking of defeating the warp dagger, an offensive stratgey. I am talking of defeating warp jumping, a defensive manuever. Every other race has the ability in the above scenerio to give chase to the wounded opponent at warp, drop out of warp as he turns to jump again away from you, and hammer him with full primaries as his shields drop in his warp jump. I have been lucky enough on occasion playing as a rom to take out half a hull when someone pulls this warp jumping crap. As a klink, you dont have this option to hit them at warp yet every other race does. So they can jump away from you all day if they like. That makes it unfair and unbalanced. And dont say, "Well just use a tach pulse or ion cannon". Those weapons are heavies and take up the heavies hard points take should have torps on them. Also, Tachs do very little damage and ion cannons do little damage at range which is the usual firing scenario in the case above. But that isnt the point. I shouldnt have to use inferior heavies or heavies at all to hit warping targets when every other race can with their primaries. In my tests with fed phasers a bank of 4 phaser IV's was delivering on average 10 points of internal damage from range 30 or so for warping targets. That seems like a clear and non-trivial advantage to me.
Third, the klink dizzie is non-unique and indistinct from fed phaser. The damage stats are nearly identical and as such it offers nothing to add to the race identity of the kliinks except a tactical disadvantage. The klink dizzie is the fed phaser is the rom dizzie is the borg cutting beam. They all are a fill-in for the ubiquitous phaser in SFC2 and as such shows Taldren's remarkable inability to think up something new for SFC3. Balance in SFC3 was foisted on the back of primaries being essentially the same, with minor race distinctions based on heavies. So either give me the tactical blandness of nearly identical yet balanced primaries, or create something novel that adds tactical depth, but dont handicap one race and says it adds depth or color to the TNG world of SFC3. It doesnt.
As to the D3 success of any race, that has more to do with number of players than race tech. Roms are constantly underplayed. As I have said, I usually go rom just for the fact that they were always getting trounced and the BLUE PLAGUE benefitted from having a whole empire they could just overrun at any time to gain victory points. The klink dizzie disadvantge is in pvp play not in the overall D3 campaign sense, although I will say that when I did play as a klink I am sure that being able to hit a target at warp would have surely helped me win a number of hexes. Now if we add that up over all klink battles ever fought, that sounds like a big difference to me although it may not be apparent on the surface of things.
Finally, regardless of canon/non-cannon arguements, there is much in SFC3 that is non-canon (again whatever that is) namely, mines, raiding parties, plasma, whatever. Taldren made conscious choices to keep somethings from SFC2, lose others, and make up some new things. Be that as it may, it was within their discretion to create primaries that behaved essentially the same, and for some reason they chose not to for the klink dizzie. To me, it doesnt make sense, is inbalancing, and is consistent in many ways with other SFC2 holdovers that demonstrate a lack of imagination on their part. You are free to disagree with me, but you would be wrong. Again, I say try klink for awhile and see how you find this lack of ability that all others have. You might feel different when you are the one being short-changed.