Great work, Ragingloli. Good to see you back here. Umm, check your Colossus thread for the progress on that, it should be linked from the "MediaVP Assets Status" sticky thread. I've been kinda busy with interface art recently.
As for the Hatshepsut, looking really great so far. I'd recommend looking at the subsystem locations on the old POF using ModelView or PCS2 and doing some appropriate modeling there; your Bridge concepts are nice, and something similar for Communications or Reactor would be very cool. Intact subsystems fit together like puzzle pieces on the destroyed mesh; take a good look at the high-poly Hecate's geometry to see how it's done. Similarly, look at the turret placements, and adapt the geometry for them. Inspect the alterations I made to your Colossus to fit the beam turrets, and you'll see what I mean. There's opportunities here to integrate these subsystems directly into the hull which leads to a more comprehensive design and a more immersive game experience.
I really like the non-Terran engines. However please reduce the polycount DRASTICALLY. Under most circumstances you won't be able to see ANYTHING there because it will be hidden behind the engine glows, and once the engines are destroyed, well, there won't be much to see. My recommendation is to make the center cone base geometry and everything else separate to be used as a detail box.
I'm glad to see you can texture; as you know this will all be baked onto a UV map for the final product, so be a little more exciting, especially on areas like the large, saddle-shaped light brown tile at the back. Refer to the high-poly Aten cruiser for inspiration, or perhaps the Osiris bomber and Isis transport, to see what Vasudans have done with irregular curved surfaces. There's potential for something really amazing there; consider that area a blank canvas.
Again, superb work. I think I speak for all of us when I say you're a valued contributor. We're also really excited to see your work in-game. Unfortunately we've had some trouble getting your work out of Cinema4D and into more useful formats like .DAE, .OBJ or .3DS; can you export to any of those formats directly from C4D, instead of us trying to hack our way through it? Thanks!