Eh, here's a slightly different laser bay. Saved a whole 8 polygons. Whoop-de-doo.
Will have to look into the normal maps thing a bit more.

A bit on models:
I'm not speaking about anyone's models in particular, but just in general. Personally, I think the models should probably lean on the more detailed side of things. Now that's just for a number of reasons.
1. In the forums for example, here, you often have people saying "Hey, anyone got some cool Shivan ships??? (Shivans are the badguys of Freesapce2) to which people reply "oh yeah, check out this, this and this and this from, for example, Inferno Release 1". (Inferno is a mod which includes a lot of new ships, shivans included) To which people reply, "hmmn, those are too ugly and low poly. Why can't I get the new Inferno ships or something similar??". Basically, I think the Freespace2 community as a whole has sort of come to expect a bit more detail on the models than what one might find in the original FS2. If a large part of the audience is Freespace 2 users, part of making the mod appealing is to adhere to something approaching the new sort of standard.
2. I've seen a few mods, Inferno included, where basically they've got a bunch of ships modelled. And they look decent, but not particularly high poly. Then some guy or a bunch of guys decide "wow, these models look pretty dated. Maybe we need to go back and spruce them up". And then they go back, reset the clock, and basically start all over again. I don't know how long I'll be involved in this mod, but if I'm here 2 years down the road I don't want everyone to suddenly decide "hey, you know we're done 40 models now. But they're kind of dodgey, why don't we redo all of them and basically throw away all of our progress." Stuff like that kills projects.
3. Personally, I find it easier to remove detail than to add it. Adding in some little fancy greeble takes me a little while, deleting it takes all of 30 seconds. If a model, like the Saxum is a little over the top in detail I can always go back in and trim the unneeded stuff fairly easily. It's easier for me personally to do a revision like that, instead of trying to work overtop of what I already have and basically . . . re-acquaint myself with the model before trying to tackle and rework whatever detail I want in there.
4. Also, personally, I actually use Maya (my 3d software) professionally on an everyday basis. Not as a modeller, but as an animator. But pushing my skills with the software and trying sort of new and detailed things is both good for whatever I'm working on and good for my skillset in general. So if I have a little too much fun with some models, it's not such a bad thing because it can possibly contribute to things like my portfolio, etcetera to help my career down the road.
But for me #2's the big one. It's better to go too far than not far enough. That being said, any progress is good progress. Zircher's come in and seemingly brings with him the core set of all the fighter models. Some of them might get up-detailed, some might get replaced, but having them at all is of great benefit because they can more easily be put in the game. Part of any MOD is of course the missions and the game itself, and with so much difference between RL and Freespace there's a lot of need for in game testing of different things.
Some of the things that might be included for example: Flicker Shields, directional armour, interia-style movement, different style of ship weapons, etcetera . . . . some of the fighters for example, are just as slow (or fast) as some of the ships. How's that going to play out? How will missiles work, can a person get any of the fancy other systems working? Chaff missiles, ECM pods, anti-missile guns, etcetera.