I require some advices:
I'm thinking of some small design changes, coz the moloch, yeah, is not a
bad design, I think it has potential, but there's a couple major areas ( like the prow ) that are quite plain imho. So, point per point:
1) I'm thinking of splitting that prow in two, following the frontal leading edge
( from top, now you have /\,
after splitting you'd have something like / \ )
2) I'd keep the general shape, but completly break the whole smooth surface, maybe by making it into segments, like some sort of steps.
3) the back... well, for now, I have no idea on what to do with it. The same "step" method as for the prow wouldn't look right there, I think. But I'm actually thinking of doing the same split as for the prow, on the large pointy part that runs from the hangar to above the engines. Then I'd have that hangar incorporated to the "worm body", and have it diving deep inside it, ending in some sort of shivan hangar, which leads me to ( the dodgy ) point 4):
4) I don't really picture a shivan hangar like a terran one, I rather see some sort of bee hub, with cells. I don't actually compare shivans with bees, I just think it's, well, handy to have it that way, you can put cells in there w/o actually having to think about the fighters
Eventually, tho, the hangar will just be there if polycount isn't too high, otherwise, it'll just be a dead end, as usual. I'll most likely choose the ( very short ) dead end anyway, it prevents various problems, like " oh, I have to kill that moloch, let's go inside and pummel it from there".
5) the spikes. Mmh, well, the usual idea is to smooth them. I hate that. FS1 ships were not smooth, and they had much more character. They were angles over angles and some more angles. So I won't smooth the spkes, no, I'll make them less smoothed, in fact, like insect legs ( bad analogy, coz I surely don't want them to look organic, but you get the idea for the shape, it's a broken line ).
Actually, save for the worm body ( wouldn't be right otherwise ), I'll kill any blatant leading curve on the ship, I'll just keep surface curves.