Ah, spellJammer rules.
Yes, ship sizes were all over the place.
Back in college, I built scale models of all of the ships out of Foam-core board and hot glue. (yes, it
was quite time-consuming)
Based on that, with the help of another player, we redid stats for all the ships. We used the Galleon as a 40-ton standard. Some ships ware "promoted" to larger size, but a lot were demoted. We also changed maneuverability ratings as we saw fit. We did what we had to. And it worked out pretty well.
On another note, I've just about finished texturing and building the Galleon. From there I'm planning on animating a short "music video" much the way I have done with the Star Trek ships I've built. With the Galleon textured, I can use that as a template for the other ships I've started over the years and sort of abandoned/been distracted from. I do intend to eventually have all of the SpellJamming ships done (except for the ones from the 3rd box set and the SpellJammer itself, because those were just dumb).
I might even build the Rock of Bral for a challenge.
I'm using Maya, PhotoShop, and CorelDraw. It's pretty efficient (or I've become efficient using them...). as a package set. Build & export the UV maps from maya. Import the tga files to CorelDraw for the basic coloring/design. Export the jpg. Once the fine tuning is done with size, position, etc, do any effects I need in PhotoShop. (weathering wood, scratching/scuffing up metal, etc) And the bump map is usually the same as the texture file, only in grayscale with altered contrast.
Then it is just a matter of making sure the lighting is about right, and rendering. Once that's set, it's time to animate.
After a few tests for effects, I pick a piece of music, time out & storyboard the events to match changes in the music, and go from there.
Bored?
Youtube Channel
I have Transforming BattleMechs, Trek Ships, my white dragon, astromech (R2-D2 type) droids, and my (im)famous Samurai vs Bunny Rabbit cartoon.
Sorry for the self aggrandizement and shameless plugging.