It appears to be fairly good but my critique side of me is dying to scream out. No offenses but I personally believe critique is the path to a better tomorrow and improvement in the long run

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The efficient use of textures certainly is admirable but the UV map on EFM2_1 does not take advantage of every eekling of space

. Meaning you wasted texture space that could increase texture resolution. I have learned that every little bit of space counts and every bit of space used means more pixels for us to see and enjoy

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The UV space on 2 is a lot better except that the space for the engines is god frighteningly huge

. Given the size of thruster glows I've seen the resolution would be clouded by said glows. You could save tons more space for more visible parts of the ship by squeezing that engine section down to size and expanding the others.
Additionally the bevels in the hull appear to be embossed. Meaning the diffuse has highlight shading on it. I recommend you scrap that except for a non normal map version. This is because diffuse shading could conflict with normal map shading, creating odd visual effects. I recommend you create a layer made of only lines and create a blurred version above it or use photoshop's layer effects without the highlighting. It will create the illusion of an overcast bevel on all sides. This way when the normal map lighting hits it, it will not conflict with the diffuse map and will work on all angles and not just a specific few.
These are just some suggestions I have learned over the years both personally, from others, and college. You obviously don't have to listen to me but hey, have my two pennies

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