It's funny that you bring up NLIPS, eRe4s3r -- that is something I'd like to do instead of far zoom icons, potentially. We shall see if that's feasible at all, but I want to do a feasibility test at least. A lot more detail can be crammed in that way, and there's less of a disconnect between the zoomed-out and zoomed-in views that way. In any case, there are a number of things I'm experimenting with in that area.
Regarding progress today, it's been a bit on the slow side. I've been quite unhappy with how certain techniques have turned out for ships, from a mix of performance (draw call usage) and visual end effect. It's getting closer, but I've been doing a ton of stuff with custom shaders and other tools in order to get the draw calls as low as possible while still doing something with the maximum detail and quality.
That's simply something that is taking a bit of experimenting, but I think I'm on the right track now. I thought I had that closer to worked out last night, at least for a first pass look at things that I could show you, but it just wasn't something that gave the feel that I wanted, even though it looked pretty nifty (in motion in particular, since it used a lot of heavy rim lighting that kind of accidentally recreated a sense of specular lighting in an unlit shader, heh). A freaking cool effect, but not something I feel like would be as clear as I want, etc.