Outch, welcome to the group of people who feel 'helpless' once they begin to design some ships in that interface and its built-in processes.
One thing i've learned from experiencing through a LOT of pre-fleet tryouts for my mod is that the activity is somewhat tougher than it seems. Mind you, i consider myself a fairly good 3D modeler since most common issues with regular dedicated 3D softwares aren't secret to me anymore because i worked a lot at it over the years. Nurbs, splines and texturing by UV mapping were essential knowledge to both have and master if one needed to MAKE his stuff - and that is, properly & efficiently. Patience is key here.
But, GC is a game and it uses a local interface & procedures made for it... only. Good enough for ingame functions once you get the hang of it. My advice would be to experiment a lot with options and scalings. Just the sliders and coordinate arrows are VERY useful if you also remember to adjust zoomings at the hard-points. 3D is a concept which isn't exactly user-friendly by nature - even with superb (and costly) tools (such as 3dStudioMax, etc!). Turning off background stars/nebulaes may also helpout, somehow.
I'd evaluate that 85% of the solution stands on one thing alone - progressively acquiring necessary skills in reasonable (by your definition) time.
Thus, the shipyard and YOUR needs (and how you prefer the activity to be - easy or fast, tedious or slow) require plenty of patience.
It took me quite awhile before i managed to put in some good results. I guess anyone else should expect that much too; unless they have the magic eye of perfection which is rare like true talent, btw.
(PS: Sure you know about this but -- the Camera controls can be found on the boxy thingy with a sort of triangular "director" along the usual Front_Side_Perspective, speed and HP/toggles, etc)
- Zyxspilon.