I really, really appreciate the response and the criticism. The storyboard has been revised and over the next couple of days I'll be doing exactly what you mentioned, just cutting it down and looking at it from a realistic point of view.
Now, when I decided I wanted to do this project I thought of what I wanted to shoot, how I would need to do it and with what programs. I used to model in 3DS MAX and Silo (which is a pretty lite organic modeler) though I no longer have the licenses for those or the CD's. I contemplated picking up and learning Blender (which would have taken months) but then I realized something - the game I'm making this for (an MMOFPS) takes place in-atmosphere, on a planet between infantry (vehicles etc). There is zero mention of space, zero mention of starships and therefore there aren't even any concepts made by the companies artists that I could use and build off of to model in a program. There's absolutely nothing.
So literally the only way I could do this in a feasible manner of time (without learning how to concept properly, the programs, importing to blender, learning blender, modeling/texturing in blender, exporting to AE (which I'm now just getting comfortable in, compositing in AE then exporting to Vegas to edit and render), I figured I'd need something that's already in-place with decent models that the PS2 community would have a very vague idea about (so the ship models don't ruin the immersion due to the fact most of those players have never seen FS ship models before).
I think this is the only option. I'm already doing digital matte paintings and animating them in AE for the shots without spaceships (like in-atmosphere with .obj files from the game, and some galaxy/star renders) but since I'm no modeler I need pre-made models for me.
Not sure if there's anything more to be said but again, appreciate the help.
Edit: I've actually spent a full day in FRED and I'm picking it up quick, haven't made a mission yet though. To be fair I don't need complex dogfighting scenes at all, I just need wide shots of fleets, docked to a station orbiting a planet, and finally "jumping".