Well, as for Diaspora, unfortunately we only let in people who can do the holy 3 well enough - modeling, unwrapping, texturing. Doing otherwise only created problems in the past. Nothing preventing you from learning by doing, however, so you shouldn't stop on this one.
Back to the model. First let's check we're talking about the same number - in Diaspora (or indeed any game) the polycount actually refers to the triangle count (can also see that by setting it in the statistics configuration window for the viewport). This is the number that is actually important as all meshes are triangulated when being converted to POF (no, that doesn't mean you should work with triangles from the start, keep using quads but keep an eye out for the tris count).
Secondly, while the model does look ok, don't get me wrong but it doesn't look like it should take up 60k - can you post a few wireframe shots of the ship so we can get an idea of the mesh topology?
Thanks.