However, my EM4 Silent Death starfighters are probably my most-used gaming pieces. At ~50c each they are certainly the best value-for-use models I own. Besides serving as supercavitating fighter subs (a niche topic that endlessly fascinates me) they also serve in their original role; as space fighters and strike craft.
My vision of space combat is not majestic, ponderous star destroyers firing point blank broadsides (a la age of sail/Star Wars) but rather ambushes from asteroids, in caves inside asteroids, and skimming over the planet surface. Inspirations include PC games like Descent, Battlezone 1998, and the chaotic close range MTB vs E Boat duels from WW2 such in books like The Battle for the Narrow Seas.
Anyway, I've been busy adjusting rules and creating terrain for a range of environments. I'm working on some space stations (some repurposed ISS kids toys) and asteroids for true space combat, but at the moment I'm playing with low-gravity moon/asteroids. Here, the spacefighters act like helos, transporting/evaccing troops, providing recce, fire support, as well as interdicting ground vehicles and other fighters. My aim is to have one set of rules for all environments - which means corners will be cut - however the aim is not realism anyway, but rather realism within my game universe. That's why we have sci fi and fantasy- to legitimise handwavium!
As you can see, I used the same simple rubber mats+PVA+sand+paint method I used for my dieselpunk landships game, to quickly whip up some moonscapes. I'll continue to work on rules and terrain. My tinkering and changing out chunks of the rules has lead to musings on the modular nature of game design - perhaps food for an article - and I should have some space stations and asteroids ready for play soon.