If DaB hasn't sorted it already, then either today or tomorrow I'll convert it to cob in PCS2, re-order the polygons that make up the transparent bits and reconvert to pof again in PCS2. Transparent polygons must come last in the poly list of the base mesh, or else any part of any polygon that is behind them won't get drawn, leaving 'holes' through the whole ship.
If you have two layers of transparent polygons, then you need to order them in the list in such a way that the one closest to the viewpoint is last on the list, or else it will delete the layer of transparent polygons behind it as has happened in the Zephs nose here.
It's the same process as with cockpit glass.

About the ghosting issues your HTL models seem to have, if you really need to keep using the pof exporter then see if you can get in touch with Stratcomm or FireCrack if they're still around.
Stratcomm, Taristin, Nico and FireCrack all used the POF exporter with *near* perfect results collision mesh wise, but I don't know exactly how. It might just be a small final step that you're missing before export.
That said, the other problem is the number of maps. You're using a lot, and the cumulative effect of the basemap + shinemap + normal map + glow map + heightmap is really beginning to hurt. In fact, I just put all the maps together from the MVPs and the ones you added and it comes to a total of
44 42 separate maps(with a filesize of
14 11mb)!
A lot of the maps used on the Zephyrus are very similar too - including a partial UV map already. As such, it would be infinitely more efficient if the maps were merged into a single 2048 res map.
Edit: Slight map miscount. Not 44 but 42, with a filesize of 11mb.