Oh okay, it does make a lot of sense ! That's quite clever to switch depending on the export type !
Since all part of the ship share most of their textures and shapes, it might work to simply load everything up at the beginning and simply removing unneeded area from the node tree with "remove_child" at runtime an putting them back on the tree as needed, no ? As such, unneeded area don't have any impact on processing time while staying in memory for quick loading. I guess it really depends on how low of a device you want to support.
Why did you chose to stay away from multi-threaded web export ? They seems fine now on Godot 4.3 & 4.4. It also looks like most major hosts now support SharedArray Buffer. Is there an additional issue with multi-threaded web that I do not know about ?
Thanks a lot for all these details !