Thanks, ShadowWolf. If it wasn't for your tutorial, contest or no contest, I'd never have given modeling a try.
I've gotten mixed reviews on the ridges, and thank you for your input, but right now I just want to leave the mesh more-or-less as it is and move on.
I'd rather have not asked for outright modeling help in this thread, especially for a contest project, but I'd really like help on something, and it's rather pertinent to my specific design. Any pointers for UVing this highly complicated mesh? If this were a more structurally-generic Terran design, I could probably take care of it. But with the Ammit's complicated surface shape and all its details, and my newness to UVing, I really want to be certain that I can do this right. Also, how can I tell at a glance if I've UVed a model correctly? Thanks!
This is what I've got right now:

I know the UV map's a mess.
On another note, while I'm here, I'll post some gameplay ideas I've got for this model, for feedback. I'm envisioning the Ammit as a high-speed dive-bomber. When flying it, you'd approach enemy capships at high afterburner speed, fire ordnance [switching banks as necessary], pull out, and loop around while waiting for secondaries to reload. It would be packaged with a new short-range anti-capship dumbfire bomb [maybe weaker than the Cyclops or the mod's Cyclops-equivalent for balance purposes], which could be fired at point-blank range on high-speed passes just before pulling out. Hopefully, this kind of craft would be an innovation on basic FS bomber-piloting gameplay, but wouldn't disrupt the basic balance of FS gameplay enough to render it incompatible with most mods. As the design doesn't scream "bomber" too loudly, I'd also include alternate tables so the model could also be used as an interceptor or superiority fighter. Questions? Comments?