Its... sleekness? 195K polygons for this... thing? Are you serious? Unfortunately, from your earnest tone, I have to assume that you are.
So, let me break it to you the hard way.
Modern game models are not like something you'd put in a raytracer. Polycount is life. If you have to make something look pretty faceted, oh well- that's why game engines use welding, to reduce the obviousness of the facets. Moreover, in the FL game engine, most of the time you're never going to notice if things aren't perfectly curved anyhow- things move too fast, and so long as you've built your model well, you simply won't notice the "problem"- after all, the game engine was designed around fairly low polycounts, and makes them look as good as it can.
Look at what we routinely do with <5000 polys in the "show off" thread, above... Every completed CMP is at or under that limit- even the insanely detailed things.
You've basically built something that's extremely polycount-inefficient and not at all greebled. This happens to every newbie modeler- you're beginning to learn that there's a huge difference between the skills needed to make something look a certain way (which, with modern tools, isn't terribly hard) and make it also very polycount efficient... which is kind've difficult.
So... give up on "sleekness". Build something blocky, and work harder on getting polycounts where they need to be. I've already said that your first ships will probably stink on ice... and they will... but so did almost everybody else's, aside from a few guys who had previous experience with modeling or skinning for video games. What you've built, though, isn't even slightly close to being acceptable... even if the FL engine would
let you put an object in at that polycount, it'd reduce FPS to like... 3... on all but the fastest systems, and then maybe 5 on them