Azeltir, you are right... I'll reorganize the first post so that all the images are attached at the end of it. That way they'll be available at a first glance.
Polygon counts... actually, Acolyte173 got it right, I factored in the fact that due to the supply and cost of most Xin ships, any player will be able to field roughly half the number of big ships as other races, so the overall polygon allowance is increased.
The difference are the drones, which are actually going to be of average cost but also balanced to be present in average numbers. The seeder pod *is* too high poly right now actually, nice catch there Bailknight. Thing is, I came up with the whole spam idea only after I actually saw the end result in game and the model needs polygon reduction for sure, given its intended role.
Anyway, some models are in their "beta" version, some textures need touching up and so on. I slated all that untill after I finish making core assets for the mod.
And, to be honest, the system requirements for the Last Stand *are* going to be a bit higer that the vanilla game, though primarily because of texture resolutions... for example, most of the textures are 1024x1024 resolution, even for frigates. Some ships, like the Yarlok, use 2048x2048 resolution.
In the end, however, I gauge the system requirements and possible slowdowns by stress-testing (read: spamming lotsa ships) on my own machine, which is probably what you would call an average, maybe a notch above. And I do plan on releasing a "low spec" version for the people who don't mind a bit grainier look.