So we have the Venture Preview.
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http://www.startrek.com/article/attack-wing-wave-25-u-s-s-venture)
Ship - USS Venture - Never anything to complain about in the Galaxy stateline 4/1/5/4. The Ship ability is good too. Personally I like things that encourage more ships on the board

People complain about the Galaxy dial, it's turns are clunky, but it has plenty of green and the federation have several cards to avoid Aux tokens, plus the Venture has a Tech slot so you can always borrow a Vulcan Power Grid
Captain - Donald Varley - The Federation didn't really need another free action Captain. However it is pretty fitting for Varley, he didn't really do much else on the Yamato. Also at skill 4 he isn't very intimidating. If the designers are going to toss out another free action Captain Scan is probably the most balanced.
BS are too good for free,
TL can be just as good, an Evade is essentially an extra shield a turn, and all Scan enhancers require spending more points. I would like to see other Factions get some more of these before the Federation gets their 3rd. The new Gowron and Livianna are a step in the right direction, so lets home some more quality is on the way.
Elite Talent - Galaxy Wing - It is a very thematic card, however I have a loathing for 5 point discards. I only see this card seeing play during much casual or
OP play. I see this one being used in larger games. Big fleet battles, such as the one that comes with new Cube or my large 1000pt battles. Other than that it isn't going to be worth the points and an action to give 1 or 2 ships a one time +1 attack. Now if you have a large game with 3+ galaxies in a group, it may be fun just so you can say "Galaxy Wing focus fire on..."
Weapons - We have standard time token torps, nothing new there. Now Additional Phaser Arrays has some potential. On a galaxy this is ok, but on a Prometheus or a an Excelsior with some phaser upgrades it could be really useful.
Tech - Maximum Warp - This seems a little pricy at 5 points, but at least it is a disable and not a discard. It could come in handy if your move left you right in front of an enemy. I see it's biggest use in keeping people from trying to lay mines on turn 2. You could have a Prometheus or Intrepid class move what amounts to a 9 move (6 + 1 for the base + 2 = 9). Another card that has very situational uses. Not overpowered and could come in handy in the right scenario.
Tech - High Capacity Deflector Shield Grid - 5 points is a lot for a discard but if you start stacking this with Torres from the Delta Flyer and a few others you could have a ships that will really tough to crack. Expensive but tough.
? - Computer Core - 5 points to fill either a crew or weapon slot, adds a tech and as an Action you may re-roll 1 die. This card is laughably bad

Systems Upgrade knocks this out of the park. Very disappointed that WK made Computer Core instead of just making a retail release of Systems Upgrade. I would let anyone proxy Systems Upgrade before seeing them waste points on this.
Overall the Venture is a decent pack. Some playable cards, but nothing over powering. More than anything I am interested to see who is the generic captain. I picked up my copy the other day, but I have been out of town for work so I won't be able to open it until I get back

Oh well it gives me more to look forward to when I get home.