Actually the only ships that were similar to the original EV ones were those unimportant to the plot, either because you couldn't buy them, or shouldn't need them, or because they never cropped up in the missions. Femme Fatale introduced a bunch of new ships.
However, aside from handling ships exist in as part of an overall context. If you introduce just a couple of new ships, you change the balance of the game.
FH actually has quite a number of sub-plots, which you can pick up at various points along the way, do in different orders etc. They do - though - come together from time to time so that you can't progress unless you've completed a couple of apparently unrelated strands. This is mainly about ensuring that these missions are challenging - you wouldn't want to be allowed to go back with some amazing mega-ship and blast your way through a mission which should require thought and tact.
As far as FH2 is concerned, a couple of people have seen bits of it. I've redone all the graphics for 16 bit - some of them look like the original FH graphics, while others are totally changed. The major missions stay the same, but there are a bunch of minor strings which are based on planets, or ships, or months of the year, or walking into the outfitters at just the wrong moment. I've been trying to push the boundaries of what's possible, although only in ways that will actually make the player sit up and take notice - I'm not really into constructing elaborate bit counters unless there's a payoff where the player says 'wow' at the end.
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M A R T I N T U R N E R
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