Yeah, I'm actually re-doing the render now with slightly less power on some of the lights, which are casting scale-betraying throw. At "real world" scale, they'd be like 1 billion-Watt bulb arrays

But also, I'm adjusting the key light a bit so you can't see falloff over the width of the hull.
Real outer space has no ambient fill, but spaceships in movies, like this ship, always do, because we shoot the models in studios. Even though stark "no ambient' lighting is physically accurate, it always looks wrong. Just one of those weird things. Like stars, which you can't actually expose for at the same time with the foreground subject.
But the real problem with the key lighting here is that it's not close enough to parallel light to properly say "sun". Maxwell can't do this properly yet. The key light is small, but has to be far away to cover the whole ship, and it's actually at the maximum light emission Maxwell will allow right now. I can't move it farther away and make it smaller without causing all kinds of exposure havoc with the other lights.
The other thing I can do is replace the shipboard lights with varied .mxi textures to break them up. I did this already, actually, and the rendertime exploded, so I disabled that. But that'll help a touch, too.
Tweaking continues...
_Mike