Depends on the project, i sometimes use a spline cage for more organic shapes and combine that with box modelling, a good example of which would be the galaxy class, I would spline cage the hull and neck and box / shape model the saucer and necelles.
Allot of people box model and forget the modifier list, it has huge amounts of stuff in there to help you on ur quest and you will only discover these by applying them and playing with their functions.. saves click dragging verts and lines for ur mesh, although I find this is the way to go at times..
Another method is the poly by poly drag out method, it is slow, but allows you to be very accurate, especially when it comes into triangulation around the added detail. NURBS i dont use as for ships i find it un-necessary, a face mabey

Booleans are great, but in order to use them effectively, you still need to be patient, and seperate ship parts before you actually boolean. once booleaned, weld, clean and re attatch the ship part to ensure a clean model.
Mesh triangulation - allot of people add bunches of detail, but then dont add the relevant faces for the added detail, this results in a render 50% looking good, but once the poly model is converted for game use and becomes a mesh end in awfull results, just remember the 3 sided rule and you wont go far wrong.
Thats what I do. No evidence I know for you guys yet, but should be able to post a wip some time tonight.