I t's always a good start when you sort out your cards into piles by type and reject the obvious no-hopers. There aren't quite so many definite 'no' cards in Warp Speed - holograms are useable and the ability for personnel to mix freely doesn't mean instant ejection of minority affiliations. But you should flick through your Event pile, roundly curse Lady Luck if you have one or more Raise the Stakes and toss them out. Now turn to your missions . If they're easy to solve, all the better - you don't have to worry about having them stolen in this format.
Personnel are next.
You've got a pretty good idea of your core mission solvers and have got a good degree of redundancy among them. This last skill is usually in desperately short supply but it appears on several of the new EP dual-personnel cards. A short spaceline means that the ship's mediocre speed won't hurt you too much, and it's the only vessel that will survive a Borg Ship attack. I've waited hours for my ship to come in - seed a ship so that you can move as soon as possible. Include them if you will, but they won't give you the boost of old.