Krdax, the models are not bad in their basic conception. It's just a matter of finding out what details should be added. For example, I was working on a carrier modified from a mobile refinery. So, first I designed a refinery with storage tanks, processing houses, pipes up the yin yang, and all the facilities to make the thing mobile and house men. This meant looking at pics of refineries, cargo ships, etc. Then I thought 'what can be ripped out and replaced?' The launch bays (space flight sim) were fine as they were, given that it housed hauling vessels. I had to modify the storage facilities for extra crew housing, clear loading platforms for weapon mounts, and have any recreational areas (the few that were) plated over for defense. A few other trade offs later (using carriers of varying sorts as references), I had a rustic looking carrier.
Now for specifics: The Griffin is a good start, but can you define the nose to be more aesthetically pleasing? What are its battle capabilities, if any? Have those points defined by being housed or jutting to allow access to a wide arc or sheltered against attack.
The Hydra is in pretty good shape. If you want to fancy it up, consider segmented bulkheads, beefing up the turreting missile pod, or running equipment access points along edges where workmen can get access. Keep in mind the scale of your vessel. If it's a fighter, the cockpit should be the access point. If it's a small frigate, there should be hatches low to the ground. For a capital vessel, docking ports, emergency pods, and landing bays are the means of getting in and out.
The Chimera is also fairly well defined in its role. Low sitting equipment access panels can dress the upper surface. Perhaps try to develop a nose or have it fall inward for extra equipment or some form of intake. Have the engine connection truly ribbed and give the engine itself more access points since it's a piece of equipment which requires massive maintenance, a good rule all around. The projections on top of the engine can be coupled with low lying equipment boxes are rise from an inset with its own fairly exposed set of equipments.
The Voyager looks like it should be simple. I think you should do little to it. You can break up flat areas with panels if you wish, but the only thing I would really push for is making the solar panels full 3-D rather than just paint on the individual sections. They should look like window panes with the cross supports rising between them.
The Goblin isn't bad as what looks like a skirmisher or light support role. Again, develop the nose, sketch and play with a myriad of ideas. They don't always come out on paper as is possible in 3-D, but you'll get a good starting point. You might consider expanding on the rear portion of what I think is the gun. If so, you can add what looks like ammunition stores that lock on or just extra housing for the projection system.
Love the extractor. Wouldn't want it changed.
Iskatu, I understand. That's not even my biggest issue at this point. I would only approach you seriously if I could offer a guaranteed salary cause I know I would want the same.