I really think finding a way to render it with more than 4 bits of color depth on the textures would help considerably, provided the really iffy neck textures are fixed. We have much higher poly limits on ships now (the Pharaoh is about 1100 polys, IIRC, and that's pretty low) so you can certainly afford to go a little farther in detailing and smoothing your models. Oh, and kill the banded section where you have the window and black map tiled. Use something else there, if just as a placeholder, because tiling that striped texture does not look good.
And thanks, by the way. That model actually started out as an attempt to build a Hatshepsut-style carrier, with an extra pair of launch tubes to distinguish it from a destroyer. The tubes still remain, though the rest of the ship ended up completely different. The idea, of course, is that the purplish-brown section is the hanger area, and the hump in the middle is actually the beginning of the bottom two launch tubes, extending through the core of the ship. Not practical, I know, but I thought it looked cool. The windowed "Jaw" section, as Venom described it, was simply something added on to the front to make it not look like a pancake. The evolution of my designs is, well, interesting... I make something that I think looks good, and then make the next (perhaps) logical extension until the whole thing looks "right". Takes forever, and I'm maddenly inconsistant and unable to produce something specific, but the end results are usually half-decent.