DF's points are exactly why it's a good idea (with the inexpensive available of at least the BASIC tools) to do a 3D model of the design you've got in mind. There are lots of inexpensive, or even FREE, tools out there these days.Perspective drawing -- especially a design this complex -- is really, really tough. You think you've drawn the box just right, but then you realize that the scale is all wrong (I tend not to foreshorten enough).
In this particular rough sketch, Ihlecreations, I can't help but feel that the ship is curled as though it wrapped itself around a lamppost. Most noticeably: The middle ring of your primary hull is divided into nice pie-wedges. On the starboard side (towards us) the slice in that pie wedge lines up nicely alongside the "wing." If I extend that same slice line in the plane of your saucer's perspective to the opposite side, it comes in two "slices" in front of the port-side wing.
Note at the moment I'm not discussing your design, just this specific drawing. Unless you're tired of my suggestions, I have a practical one that might help out: Build a skeletal model of your ship out of everyday materials, like craft sticks or straws. Not the surface of the ship, but just the backbone, as though it were a model of elevator shafts. Paint colored spots at points that represent "milestone" areas like the bridge cap or the wing joints or the lower sensor dome. Then position this model on your desk at the angle you want to draw, and study these milestone points carefully. Then draw these milestones like a constellation on your page. And wrap your ship around it.
I think this way you'll be able to better appreciate some of your very outstanding ideas, like the red flares along the wing joints (impulse engines? thrusters? surprises?) and the jutting dovetail toward the extended shuttle bay. Keep in mind, every artist does exactly what you're doing now; they come to grips with the strangeness of perspective drawing. And they make perspective or scaling errors, but we never see them.
(By the way, for the record. . . Not at all a kitbash.)
DF "Knows a Few Things About 'Bent'" Scott
Note - I did not just say "no one should do 2d drawings." Nor did I say that "2D drawings aren't the best starting point." I'm just saying... unless you've got it in 3D, you simply can't say for sure how it looks from every angle, and you MIGHT end up with two different angles which are actually contradictory, but which you THINK work together. (I discovered that with Aridas Sofia's "Ariel Class Shuttlecarrier" and when I made my model of that, I had to make some compromises... so neither of the main views he provided (top or port) look EXACTLY like his did, but they do capture the intent.)
Don't bother to make your 3D model look "pretty." Don't worry about texturing, unless you want to see how textures look from different perspectives. I WOULD use this to lay out guide lines for window placement (ensuring that the windows actually fall all onto commonsame "deck planes"... something that lots of post-TNG-era ships fail miserably at!)
Treat it as a tool, if you wish... don't worry about getting all the fine detail in place... but use it to work out shapes, forms, relationships. Then, you can go right back to 2D work, if that's your preferred medium.
Seriously, Adam... give it a shot. Just try "sketchup" if you like... or try the now-free "Truespace" if you want something a bit more polished... or try Blender. Hell, just go with foamcore and paper-mache (and a decent set of magic markers) if that's all you're up to.
But trust me... until you've made a decent-sized, reasonably-accurately-shaped physical model, you just don't know how it's going to look.