As the thread Title says, It is best not to be used as a transport vessel as you can't really unbound yourself from it once your feet touches any part of it without logging off or using a GM teleport command, as noted in the video at 09:32 of the video.
The ship is covered in full detail in the video.
Aside from that, it can be used as a simple decoration you want, which should be fine since I added a way to get onto the ship. The Netting on the ropes at the top added an extra 9k polygons because I had to model a physical net as the alpha maps didn't work, it was either do like everyone else and delete them or leave them in but they'd be an eyesore.
DBC File not included, you'll have to make your own.
For the transport, I went into the gameobject_template and modified any displayid that had 3015 to my custom that had this wmo attached to it, as 3015 is the alliance transport ship ID.
[UPDATE: FIXED THE TRANSPORT BUG - 08-13-2013]Download Link(Left Click the link):
NOTE: (Link may not work if you are using something to hide your IP such as tunneling, proxy, vpn, etc// Also if you try to copy and paste the link into a new window/tab, it may fetch a 404 error instead.)
Gamh's MirrorMachineQT 1.1b <--To convert the final mesh to wmo
3D Ripper DX <--To rip out models and keep texture names in 8.3 format(important)
3D Studio Max 2010 <--To open up data dumped by 3D Ripper DX.
Photoshop CS3 <--To convert dds to png.
BLP2PNG <--Self Explanatory
Cinema 4D R10.5 <--To organize and fix the mesh.
On a side note, I'm fully aware I could have exported the mesh out from WoW Modelviewer, but given the fact that 3ds files utilize 8.3 naming formats, 1/3 of the textures would have been nulled and removed as they would have been overwritten, such as the Rlc_Ship files(eagle_front, woodtrimcloth, plates_trim, etc) would have nulled out since the first 8 characters of their filenames are the same. Pulling them with 3DRDX keeps them in a 8.3 format without having any extra work on my part.