I don't exactly mean remodel from scratch. I mean making adjustments to the mesh for added detail. Example, what would be say a vent or whole in the texture could be modeled in on the mesh.
Okay I imported the Kol into 3DS Max and here's the immediate result. My 3DS Max 9 cannot read DDS for some reason so I'm in the process of converting the textures to a degree. Here is what I found:

Time for textures
http://img233.imageshack.us/img233/1799/kolspecall.jpgThis is what I'd call the specular texture but it isn't 'specifically' specular but still, it handles most of the shiny stuff. Anyhow above you see the final image of all shaders.
http://img189.imageshack.us/img189/3776/kolspecredshine.jpgThis is the 'shine' channel represented by red. It handles the highlight specs and all that. I'd convert this channel to -shine.
http://img69.imageshack.us/img69/33/kolspecgreenhouse.jpgThe green channel is what I call the Housecolor layer. This channel modifies the 'stripes' and colors of ships to represent the selected Sins's color in the faction select screen. If this mod takes off we'll have to manually apply this to the Diffuse texture as a sort of color.
http://img163.imageshack.us/img163/6672/kolspecbluereflect.jpgThe blue channel is quite intriguing, I believe it is a 'reflection' layer. For FS2 I'd merge this into -shine as the alpha channel to produce alpha environment maps.
http://img89.imageshack.us/img89/3759/kolspecalphaglow.jpgThis here is the alpha channel and it is a glow layer. Obviously we'd use it as -glow.
Sins already has normal maps that can be easily converted to work with FS2.
I did some basic tinkering in photoshop to isolate each shader to be compatible with 3DS Max and combined the housecolor of my beloved color and merged it into the diffuse. Here's the end result:

