i think kf was talking about number of maps, but even in this case you can use as many maps as you want even on fighters, and you don't need to switch map for different objects, you can for example map some polys of a subobject with a texture used elsewhere (althought it could be useful to have an individual map if you share the same object between different ships)
the point is that usually planar uvmaps (and the variants: decal and face) are the way to go, but you have to make a wise selection of the polys, using for example the same uvmap for all the connected/near to each other polys that have a SIMILAR orientation and that will be mapped with the same texture style. Uvmapping a mesh means therefore to individuate the group of polys that can be uvmapped with the same uv operation, like if you split the mesh in group of polys, like a mosaic, and then you assign to each group of uvmapped polys an uvspace, a portion of the square you have in the center of the lithunwrap window, maybe assigning different materials if you need more space.
you use different uvtools (cylindrical, spherical) for very specific elements with this kind of mesh. like cylindrical engines or spherical objects.
box uvamp may be useful during the selection of the faces, since it give a view from different angles of the polys