Ok, I kind of understand it now. When I went back to the Unwrap modifier after using the symmetry modifier I saw what it did to the unwrapped setup of the model. However, if I don't want somethings to be identical to the other half of the ship (say, windows being lit), then this technique would be a problem for me, would it not? And I take it that when you seperately unwrap the ID maps, you just adjust where the texture is positioned in the Edit window in the Unwrap modifier so it lines up wit the rest of textures; but wouldn't the textures kind of come out a bit distorted when you make adjustments to where they should be positioned? - EDIT: I just realized that if you do that, you can be able to make your textures more accurately in whatever paint program that you use because the cut out is already there on the parts, which would act like a guide for the rest of the textures, but there probably would still be some minor adjustments made in the Edit window.
Also, Max locks up and closes out when I use that modifier on the Aux Hull with the Pods (it also locks up and closes out quite frequently in other circumstances too, and for a $6,000.00 program, it quickly gets me discouraged, angry, and frustrated in continuing the modeling process - which really doesn't help me in taking time to understand other techniques - sorry about that). Don't know why Max is locking up and I never can seem to find any form of "patches" or updates from Discreet with these issues and if there are any updates, they're not the ones that I need, and they cost a pretty penny to get.
But after all that I've had to deal with Max on this with unwrapping, I'm kind of burned out with doing that whole process and dread doing it all over again - not to mention that I would have to hunt down where all the ID maps belong and this is the only reference pic that I have of the ship:
http://www.startrekmeshes.com/startrek/federation/apollo/1024x768/apollo002.jpg .