With such a small difference in FPS, it almost sounds as you don,t need to reduce the poly count. It would be a shame to lose detail. I often think models in Orbiter are too small sometimes.
I don't know that it's necessarily a matter of losing any detail. Part of the problem (I believe) is the face that there is a whole lot of what seems like unnecessary crap
inside the model. If there is need to cut down on the detail, I think that could be accomplished by replacing the engine radiator like fins along the sides and front top and bottom of the main hull with solid plate. I think this could reduce the poly count effectively without unnecessarily sacrificing the look of the vessel.
As I said, I have some ideas on things that could be done with this if the poly count can be reduced. There are a large number of weapon hardpoints (both large and small) on the ship that should have something modeled onto them. Guns are just one idea. The ship could be turned into a carrier by putting two deck hangar modules on the large mounts. It could be turned into an extremely long range scout/exploration vessel by putting radio telescopes on the large mounts and optical telescopes on the small ones (interferometry - it's a big ass ship
)
The original renderings of the ship show the bridge area to be a mass of small windows. I think it would look awesome to have that entire bridge area done as a single titanic window.
There is what appears to be a radome on top of the bridge, behind the antenna dish. I've spacewalked a ummu around 9and through) it and think that it would look perfect as the captains cabin, with a glass dome
It needs a proper .dll written for it so that it can be edited into a scenario, and possibly assigned a name (so if you have more than one...)
Pipe dreams include a vc and possibly a functional jump drive, but again, just pipe dreams
These are just some ideas. The most important thing though is simply to get the thing textured so that it looks prettier than flat, mesh grey.