Sweet!
I've been playing with this a lot the last week... the Transporter has really become a workhorse for my entire program
I did do a few tweaks, ala genericeventhandler in an earlier comment, though not quite as extensive. I suck at MM scripts, so I just edited the parts directly. Bumped up the main engines, changed to Liquidfuel and Monoprop (so I can refuel), added a 1.5 degree gimbal to the mains. Added some TAC life support supplies to the engineering section, equivalent to one of the 1.5m in-line containers... otherwise the crews asphyxiate before they can make it to Minmus, lol.
The gimbal on the main engine is more for the custom payloads I've been hooking up... bundles of KIS/KAS containers, a mining rig with an ore tank, big ol' batteries, drills, etc... She's just *slightly* off balance stock, but some packages can be REALLY off balance. Like it's impossible to stay on your node vector for more than a couple of seconds, so the gimbal helps a lot. Still uses those RCS thrusters like mad, though... which I kinda like.
Some additional attachment points inside the rescue pod would be cool... I've got one in my subassemblies list that has a package with a ton of extra life support, recyclers, etc., for long duration missions. Took it on a fly-by of Duna & got home with no problems (haven't landed yet, I need to get a science lab in orbit first ).
All in all, an awesome mod. I used to watch this show as a kid... I was lucky enough to live in one of the few TV markets where an independent station aired it on weekends & after school when it was syndicated in the US in the late '70s. Hats off, man. I love this thing.
Edit: Oh yeah, PS... a hatch on the Command Module would also be nice because one of the packages I put together fits pretty tight in there... so close, in fact, that it blocks the Fore & Aft hatches. I had a communications satellite I took up, and nobody could go EVA until I detached it, since both hatches were obstructed.