They were destined to look bad, alas.
That is, FASA ships were apparently all based on the as such sensible idea that they'd be kitbashed from common, modular components, just like Franz Joseph's destroyers, tugs and dreadnoughts. But FASA artists were too timid: they only used the preexisting selection of components, which in practice meant just the saucer and the warp engine.
Even that wouldn't have been too bad: we've seen very nice kitbashes done that way, including most of the ships of the newest movie. But FASA artists worked on a two-dimensional medium. Thus, they drew either a top or a side view of the ship first, probably thinking that other views would never be particularly relevant in the RPG medium that was not particularly graphical to begin with. And they of course did this by taking the saucer and the engine and then drawing a new hull shape to connect the two.
This obviously meant that the FASA ships became implausibly tall and long, or then wide and long, in order to fit that "newness" between the known components and not let it be completely obscured by them. The components were left in a hapless minority, now representing a tiny fraction of the silhouette when in the works of Matt Jeffries and Franz Joseph they had represented three-fourths or so. And then came the further step of inventing top and front, or side and front, views that would (at least roughly) match the side or top view; again, "newness" was showcased from these angles, giving us expansive, at the same time spindly and blocky ships like Chandley or Baker or Bader.
If the artists had originally been working in a 3D medium, possibly bashing actual kits or Micromachines-scale toys, the ships would probably look much more balanced...
Timo Saloniemi