I know that, but it seems that you stop detailing ships when you feel the polycount is approaching critical. Truth of the matter is, you're no where close. I can't really tell you how to design ships, much less good vasudan ones (I only got the two or three good one's I've made after playing with some features I hadn't ever tried before.) The carrier was a slight exception; I had an idea when looking at the Hatshepsut and just followed it through. Most people model from some kind of concept, but I just do it by the seat of my pants, so to say. Anyway, to make ships look better, you just have to add detail. This thing looks like it could be done in something like 20 polygons and still have the same shape from anything but immediate range. You need things like curves and different ship elements, something you started to work on but didn't get enough of. You shouldn't ever have a single hull color or piece unless your design really calls for it; you need different sections that look like they serve different functions. Helping you save polys in your design phase will allow you to add more detail later on. Just keep trying, modeling is an art, not a science, and I can't give you a formula that will make you better at it.
A general rule of thumb though on what makes a ship plain and undeailed is putting it to the test of the primitives. If you can represent the ship with a handful of primitives (cylinders, cubes, spheres, etc stretched and modified slightly, but not much) without losing much detail, you need a better design.