The thing people forget about the turret is that it's a straight up DPS and shield bonus for free. Toss it down in a good spot and it will do damage with no risk to you, soak up enemy fire, etc. One of the greatest things about it is that it's very hard for ravagers and scions to hit it, for some reason. I've seen ravagers unload multiple clips at it and miss entirely. Of course, you won't notice many of these benefits if you're using it as a straight up combat power, as in the middle of enemies it will tend to(unsurprisingly) get killed very rapidly. Placed properly, you'll only need to deploy it 1-2 times per encounter, making its DPS to cooldown ration astronomical.
Furthermore, the FQE is one of the few classes that is actually and legitimately 100% power damage based. That means you'll be using a power amplifier anyway, which only makes your turret even MORE powerful. Obviously you shouldn't expect miracles but you also need to remember that it's only one power, it's not exactly fair to expect miracles from a single(non-grenade) power.
I am honestly surprised at just how awful Quarian Master Race's build is, given their name. For example, using incendiary ammo when of all things she does, taking down armor is the #1 thing she's best at. Far better to use Disruptor ammo, allowing you to disable shields over a large radius while you bombard a single target with your incinerates. Plus, you're using an adrenaline mod instead of a power amp, further disabling her damage-dealing potential. You're essentially playing her as a soldier, completely counter to the direction her skills point.
This is the build I use; with normal enemies, you cryo blast, then headshot, which is enough to kill most targets with a single shot. Your turret serves to cover your rear, or to draw agro by throwing it into a hostile situation before you enter it yourself. Placed properly, it will generally be firing at the closest target, which will usually be the one you have hit with your cryo blast, further boosting its damage. Against armored targets, cryo+shoot will prime, followed by an incinerate that will deal double damage and detonate your disruptor rounds, staggering nearby targets and dealing additional damage to the primary target.
All summed up, you'll be doing around 14000 damage per cast of incinerate, accounting for weapon damage, your turret, and your tech explosions. Not bad for a 'bad' class. I personally don't have trouble topping the board with her using this setup.