We are about to start a Star Trek campaign and I'd like some suggestions on avoiding the obvious plot pitfalls that exist in canon Star Trek. I want the players to think through the plot points and focus on interactions.
Here are some examples of things I want to avoid:
1 - Using the transporter to save the day, like restoring the characters back to their original pattern, or putting the bad-guy directly in jail (or in solid rock, etc)
2 - Allowing the tricorder or sensors to give away everything
3 - Asking the computer for the answer to the issue at hand (parodied beautifully in Galaxy Quest)
4 - The Chief Engineer/Scientist/Doctor suddenly thinks up (i.e. rolls up) a brilliant solution from thin air.
5 - The non-human crew member suddenly finds a previously unknown special ability (Spock was the worst offender in this) that renders the plot point meaningless
6 - Time travel in any form