maybe the anti-tiling propaganda should be toned down, cap-ships are comparable to level geometry more so than character models, and level geometry frequently makes use of tiled textures.
Bob has a good point there. It is a matter of good use of the tiles, and of course you can mix the techniques. The later might be the best approach, even design wise, because you get a mix of repetition and uniqueness in the textures (repetition is a good way to hint scale)
See the Rakshasa for a good example of good use of tiled textures. Alternatively, see the Cain\Lilith for a good example of a mix.
But there's a lot you can't do with tile-textured ships. AO baking comes to mind.
That's almost a non issue. I have no idea what the coders have in mind, but I'd wager that sooner or later FSO will have either dynamic AO, or stencil shadows. Any of them take care of the problem
