Um, a few points-
Tachyons...not universally great weapons, but not without their perks. Definitely not a standard weapon on Klingon vessels, so it rather sabotages player ship customization if you're faced with the choice of either taking one in lieu of a weapon you'd rather have, or giving the warpmaniac free reign by not having one. Tachyons aren't especially accurate either, despite firing a beam, according to the weapons charts, they are typically less accurate than a torpedo at range, meaning keeping someone from going to warp isn't quite so "point-and-shoot" as you make it sound. Tachyons aren't on Klingon bases or platforms, and they aren't going to chase anyone down either, so they are quite vulnerable to warping torpedo runs by solo ships (I got a base assault against a Klingon starbase, using a Falcon w/ two medium plasmas, I'll have a replay of it posted tomorrow, as the Defiant is often regarded as an uber-ship).
Alexander, I think you are also discounting the worth of those free shots at armor/hull other races get at warping targets. I've had wingmen try to retreat off the map, only to have their warp core phasered out off them as they attempt to warp off the map...shooting out somebody's systems certainly beats having to carry around a tachyon pulse just to put some hits on shields. Also, while I haven't timed transition rates in the current build, did you know a ship with a legendary engineer (in previous builds) could actually go to warp roughly half-a-second before a ship could uncloak? Not so bad if you got beams you can overload and zap that fool with, not very cool if you got bolts that can't connect.
Note too, that while 35 points-per-AMM mine-cheese was not without counters, that didn't change the fact something was very broke in that dynamic.
My point is this: bolt-firing primaries, be they Klink dizzies or Fed pulse phasers, because they utilize the same mechanics of torpedos, have inherited the same deficiencies as torpedos when engaging targets at warp, i.e. they are only going to hit if fired more or less parallel to the target's course.Tthis was done intentionally with torpedoes; bolts might have been conciously have been left to be limited in the same way, or it may have been an oversight whose implications hadn't really been thought of at the time. In either case, I would contend that it puts Klingon players at an unnecessary disadvantage (imagine if your Rom boat just HAD to have a class-V transporter for some reason...you could be a real irritant to the Borg, but you'd probably rather have that mass allocated to a better cloak, armor, etc. as a perpective on citing "tachyon pulse" as the ultimate answer), makes Klink AI ships are abnormally vulnerable to offensive warp tactics, and makes it so bases and planets (which are vital strategic targets in dynaverse play do to economy ratings or VC conditions for the particular server) can be taken out by a single vessel (not a big deal in the initial release, but very much so considering the "toughened" versions of base/planet assault mssions in the beta patches) with minimal risk to the attacker (to see how, check out my replay at BattleClinic.com)...these factors point to a weapon system whose very exploitable weakness qualifies it a being label "broken" and in need of a fix (maybe doubling the velocity of dizzy and pulse phaser bolts?).
Just out of curiousity, I think I'll put up a poll on the subject tomorrow.