Welcome to 2E!
Here is the page for a relatively recent (well, a few months ago) tournament that allowed only cards from 2E Premiere. None of them were Bajoran decks, it appears, but you might still find find some useful lessons. Notice how they built dilemma piles, which dilemmas and how many of each they used. Look at examples of common skills and attributes among missions, and how many instances of each mission skill the decks had. Et cetera.
Regarding your question about dilemmas: most of the time, you probably want just one of any given dilemma in your dilemma pile. The reason is that you can only play one of any given dilemma in a particular attempt. That means if you draw, say, two copies of the same dilemma when the opponent is attempting a mission, one of those is a totally useless dead draw. You want to avoid that. Now, there are times when you'll duplicates of dilemmas in your pile, but but in general you probably don't want tons of duplicates. If you look at the decklists on the tournament I linked, you'll notice they use mostly use 1 of each dilemma in their pile, with just a few dilemmas that they have more than one copy of (especially good dual dilemmas).
Now looking at your deck:
Another thing you want for your dilemmas is more dual dilemmas than planet or space dilemmas (as with duplicate dilemmas, there may be occasional exceptions to this principle, but in general you should have significantly more dual than planet or space). I consider around 60% dual dilemmas to be about the minimum that I prefer. The reason is similar to the danger of playing duplicates of dilemmas: if you draw planet while the opponent is attempting space (or vice versa), that's a useless, dead draw. There a great planet and space dilemmas, but you've got to be very choosy in which you include.
Your mission selection contains a mix of Strength and Cunning missions. Generally, you want to use missions that all have the same attribute (e.g. all cunning, or all strength, or all integrity). That makes it easier for you to focus on playing all personnel who are solid in that attribute. You've six mission skills spread among your missions, which is a decent focus, though it's possible to get lower.
You've got 9 ships in a 38 card deck. That's a bit much. I usually aim to have 1 out of every 8 cards be a ship or card that downloads a ship; I'm not as sure the exact "correct" ship-to-other-stuff ratio, but that's a guideline I've found useful. In most decks, you don't play more than or two ships in a game, and any ships you draw after that are dead draws. That means you can probably safely dump a few of your ship cards.
Your skill matrix: if you plan to attempt one mission that requires skill X, I like to try to have 5-6 of that skill at a minimum in my deck. For each additional mission that also requires that skill, or if a mission requires 2 levels of that skill, increase the numbers of instances of the skill that you run. So, for illustration, using your current mission selection, I'd aim to have 8 Leadership, 10 Navigation (some many mission that need 2 of it!), 7 Officer, 7 Security, 6 Engineer, and 6 Science. Something else that might increase the amount of a mission skill to play is if the skill is if you always plan to attempt to attempt a certain mission first - you want to make sure you draw into the necessary skills quickly. Overall, your deck should definitely have more personnel.
I hope this is helpful!