That may be it then, like I said they don't look as good as any of the better fully unwrapped ships out there.
Then all that blurriness when I get up close must be my eyes playing tricks on me...
Also, an UVMap would have to be gargantuan to look good on a 6Km ship.
Hybrid may be a way to go, because with less area to place UVMap on, it would allow it to have lower resolution.
Tilemaps will do the work on large, flat surfaces, where no special effects are needed.
Ditto.
It's not that tiled textures are bad. It's really all about lighting. A large tiled ship can look ok from a distance but up close it's just a bunch of polys on screen with no depth. Add in AO lighting and it's like a first person shooter, you can fly over a cap ship like a landscape. The difference isn't small.
Yeah the problem is lightning most of the time. However, form also comes into equation. And I know that at least the lightning issues can be solved via coding, sooner or later (real-time AO, projected shadows, that vertex color solution).
Anything bigger than a corvette would either need to have multiple UVmapped textures, or have the texture's res upped dramatically, in order to hold up at close range.
And then of course there's the matter of "context" to consider. Perhaps things can be made in such a way in that you re-utilize the same tiles in most ships (obviously each ship would have its unique UV textures as well, but instead of each ship having for instance 2 UVmapped big textures, it would have only 1+1 or 2 tiles), making the game run smoother when there's multiple ships in mission.
Haven't your recent posts only been about tiled textures though? 
For anyone else who may be having compreension or reading problems, I'll repeat:
Again, I'm not a supporter of any approach. I see the value, strengths and weaknesses on both of them, and try to use them accordingly...