This member has provided no bio about themself...
Use the light_spot entity with a low brightness light entity for illuminating the light source. Make sure your lights aren't white, make them slightly yellow for regular bulbs and blue-grey for fluorescent and high power bulbs.
I don't see how an M16 and an M1911 fit with the sci-fi theme of the mod, and no amount of reskinning will change that, as they are both easily recognisable. An FN F2000 would be suitably futuristic.
Props won't make it look much better, what really needs to be changed is the size of the room as it is far too big. Bunker interiors should be tight and closed in spaces, not wide open like you have here. And i'm pretty sure the model crash has been fixed by an update to the SDK, along with supposedly everything else that has been broken recently.
Pretty damn good, except for the captain's voice which sounds over-dramatic. Reminded me of SS2.