Modeling is relatively new to me and I'd like to grasp a better understanding on all of the various techniques to get things done
Well, i cannot say that i was new when i have start modeling for sins a few year ago... but my way of working was not adapted to the game... i have need to learn again...
By test and trial, you will learn what the game engine accept and don't accept... and you will create your own working method for sins... once you understand how the engine work, it will be time for seek "work around" for thing who are say to be "impossible"... the iron engine is can make more that it annouced features... for example, moving part on your model... "work around" usually ask a new way of modeling ...
Sins engine is in fact one of the more simple that i have mod for... i have try to mod for dragon age origins, but it have take me almost one year to be able to make my Ishtar character ( Na'vi like body, Avatar )... http://www.youtube.com/watch?v=-pmKVI9GJus ... it was say to be impossible, that only "tint" can be used... well, i have found a work around but the character setup is so complex that a lot of people who have try my mod have give up... with sins, once you found a workaround for something, player just need to install your mod and play...
I am not a modder but a modeler but it is always a good idea to know a little about everything of the game that you make model for... by example, in sins, weapons have a firing angle of +- 90 degree... so, if you make a model with a turret, try to not place it in a embedded location where the turret will shout trough the ship structure... don't make a ship with more that 10 hangar since the hardcoded limit for hangar hardpoint is 10... as for weapons, you have a max of 3 types of weapons ( capital ship )... limit are 20 hardpoint by weapons type by side... max exhaust trails are 10.. etc...
Modeling for a game is more that create a cute shape in a 3D software... poly count is not really important for the rare capitalship or starbase... but these thousand of little fighter/bomber, tradeship, cheap frigate can become heavy on the game... for them, poly optimization is very important... memory use is a problem with sins... bigger model use huge texture who eat your ram... a starbase with a 4096x4096 map is crazy... in this case, a good UV optimization can allow to use a 2048x2048 texture ( spare 75% of memory )...
One last advice, download and use Meshlab ( http://meshlab.sourceforge.net/ )... it is free and it is the best tool that i know for check/correct your model... with it, you can fill hole, correct flipped faces ( happen when bridging object ), remove duplicates edges/vertice, detect non manifold surfaces ( surfaces who will need to be triangulated manually ), calculate angle weighted normal ( give better soft shadow, not needed if edges are bevel ), etc... Meshlab is not a modeling software, it is a software for clean/correct 3D scan... it is mainly a control/correct tool but a great one...