It won't fly because the Dev's won't put it ingame.It will stress the server too much.Fighters are used more than say a Bs, therefore, imagine 10 fighters, each of them with 8k of polycount, outside Manhattan.
takes its tole one server.
Animation loops...not sure about those.Station models in Freelancer are made by sections.Usually, if a Dev wants to make an animated docking point for a station, they will usually use the ones pre-made in Vanilla Freelancer, and add it to their model.It's easier, and rids any potential bugs.
And in ships, making an animation for cruise drive activation cannot be possible due to the game's engine.Docking either.It might be doable though, as I've seen some videos on youtube in which Defenders, Valkyries, Dragons had parts moving when jettisoning cargo.
About object sizes.There has been some talk a few days ago about an Arena Station in Conn.The same problems come when trying to go bigger than usual.Polycount and the section building.I'm not sure, but you could build everything in one piece, don't know if it's recommend however.
And about the NPC's... in this version of the mod, battleships and cruiser patrols still plunge straight into planets.Expect the same results.
I haven't seen any unique textures at all on ships until now.I think the reason for this is the fact that the ships are supposed to be built in mass, therefore you should not be able to differentiate them from each other texture-wise.Unique textures, by nature, would stand out.I'm not sure I explained this right.