1) Draw concept (definitely helps to have an idea of where you're headed

)
2) Make side on vert by vert outline (join the dots style)
3) Make a same scale top down outline, but only of one side.
4) Mirror this and only work on one side of it.
5) Fill in with detail poly by poly, doing the main features of the model first. (means very high level of detail, usually very well integrated features of the ship and almost no geometry errors, but is a lot of effort with 2500+ poly models. I do enjoy it tho.

)
6) Export to Lith for UVing via TS (I don't texture tile any more - way too simple in every sense

)
7) Make high res texture
8) Heirarchy it up, and pof it
9) Think it's finished and go to bed, only to see a bunch of errors in the morning
10) Fix the .cob, reconvert, then fix pof. Repeat as nessecary.

Mind you, this style of modeling works well in blender, but most definitely not in TS. It's advantages are that you can create very intricate models, and know them poly by poly, but it's a difficult style to learn and maintain.
You need to have an initial concept drawing on which to base your overall design on, and although probably not nessecary, you should be able to picture and manipulate complex shapes in your head in order to figure out exactly how features connect with one another.

But yeah - that's how i currently model, and i'm always finding new little cool things i can do in blender which either make it easier or the results better. Hope this helps someone eventually, but reading over it, i can see it probably won't. :\

Ah well.
