A few comments:
* Your model has a null moment of inertia. PCS2 can recalculate it for you; leaving it at 0 introduces weirdness into the physics system, and the engine will warn you about it.
* Your model has smoothing errors:


See those dark parts there, on the rounded bits of the engine pods? Those are smoothing errors (someone who knows the modelling program you use can help you fix them); they will cause lighting to misbehave in those parts.
* Your textures are not following FSO naming conventions, leading to them not being used correctly.
A quick primer on the FSO material system:
FSO can use several different type of texture maps. The most common ones are Diffuse, Glow, Normal and Shine maps (or, for PBR models, diffuse, glow, normal reflectance and ambient occlusion). Since the pof model format comes from the late 90s, where fancy multitexturing was not yet done, it can only assign a single texture, represented by the filename. To make our fancy additions work, we append suffixes to the filename of the base texture (which will always be the diffuse texture). In the case of this model, "V-19_Chassis_D" is the base diffuse map for the chassis subobject. To add the normal map (which, in your case, is V-19_Chassis_N), we need to rename that texture to "V-19_Chassis_D-normal", only then will FSO be able to pick up that this normal map exists. In your maps folder, there are also _M and _R textures; it is not immediately obvious to me what these are used for, but they do not fit into any of the conventions we use for any of the other types of texture map.
Also, be aware that as currently set, this mod is untestable by anyone not part of the FOTG beta.