You can have different ship meshes. That is not so much of a ram issue. The main thing you have to worry about sharing are the Textures. The textures are the single biggest user of ram in sins.
You can have several different meshes that share the same texture. So you can design for example 4 different ships, but plan on UV mapping them on just one texture sheet. That is just one way to get around the limits. Just like the Starbases, and Structures that upgrade. The all use multiple meshes to represent each upgrade, but all share the same texture.
Or you can think "smaller" and use smaller textures for your ships.
SoA 2 has 5 different factions. Each with 5 different sets of models, and textures. Why it runs without hitting the 2 gig limit (most of the time) is because we used lower resolution textures on the ship models, and we streamlined the particle system so there isnt a different particle for each, and every weapon.