The neat thing I have found in refereeing Far Trek is how much more I focus on creating a cool story and not so much on is this creature too tough or easy? How much treasure is enough and will that item ruin my future campaign plans? Will the players have enough challenge? Those mechanical considerations are gone and instead I am more interested in story and plot. Yes there are mechanics involved and phaser battles, but (rightly or wrongly) there isn't the same feel to these events in the game. They are more plot devices that help resolve or increase plot tensions rather than mechanical game grinding for all or nothing resolutions. Well at least that's how I play them in the game when I run it. Your warp speeds may vary.
Note none of that applies if playing with "rules lawyers and munchkins." If that's your group, I'm sorry and I hope you find a new one...SOON!
UPDATE: posted original "class based" play test sheets.