Sorry for the late reply, your comment was invisible for a while due to this forums lazy approval staff.
Lets get right into it:
The main file we want to take a look at is in Data\Game\Carcasses.xml
Lets look at a Alien Dreadnought for example (I know it allready exists in the shop, but this is just to show you how its done)
Copy&Paste the Dreadnought Carcass, beginning from <BigShip> to </BigShip>.
Code:
<BigShip name="Alien_Dreadnought_0">
<short_name>#M_Name_Alien_Dreadnought</short_name>
<hint>#M_Hint_Alien_Dreadnought</hint>
<short_desc/>
<long_desc>#M_LDesc_Alien_Dreadnought</long_desc>
<mesh_name>Alien_dread</mesh_name>
<flat_image>alien_dread</flat_image>
<hit_points>20000</hit_points>
<mass>200000</mass>
<disable_trade>true</disable_trade>
<cost>1000000</cost>
<technology/>
<EPR>50</EPR>
<explosion_script>Station</explosion_script>
<work_sound/>
<silence/>
<max_energy>10000</max_energy>
<energy_restore>2</energy_restore>
<max_speed>3.5</max_speed>
<maneurability>1</maneurability>
<steering_power>17000</steering_power>
<sensor_resolution>0.2</sensor_resolution>
<sensor_length>200</sensor_length>
<threat>30</threat>
<mapping_name>Alien_dread_shop</mapping_name>
<HolderProperties>
<big_guns>0</big_guns>
<small_guns>0</small_guns>
<rockets>0</rockets>
<systems>0</systems>
<turrets>16</turrets>
<gk_guns>0</gk_guns>
<gk_turrets>0</gk_turrets>
</HolderProperties>
<engine_sound>Engine-Dreadnough.wav</engine_sound>
<engine_start_sound/>
<destroyed_mesh_name>Alien_dread_destroyed</destroyed_mesh_name>
<cargoCapacity>0</cargoCapacity>
<BigShipHangar>
<hangar_count>8</hangar_count>
<max_hangar_count>8</max_hangar_count>
</BigShipHangar>
</BigShip>
And Change/Add/Modify the stuff which I marked with RED.
Code:
<Interceptor name="Alien_Dreadnought_0_New">
<short_name>#M_Name_Alien_Dreadnought</short_name>
<hint>#M_Hint_Alien_Dreadnought</hint>
<short_desc/>
<long_desc>#M_LDesc_Alien_Dreadnought</long_desc>
<mesh_name>Alien_dread</mesh_name>
<flat_image>alien_dread</flat_image>
<hit_points>20000</hit_points>
<mass>200000</mass>
<disable_trade>false</disable_trade>
<cost>1000000</cost>
<technology/>
<EPR>50</EPR>
<explosion_script>Station</explosion_script>
<work_sound/>
<silence/>
<max_energy>10000</max_energy>
<energy_restore>2</energy_restore>
<max_speed>3.5</max_speed>
<maneurability>1</maneurability>
<steering_power>17000</steering_power>
<sensor_resolution>0.2</sensor_resolution>
<sensor_length>200</sensor_length>
<threat>30</threat>
<mapping_name>Alien_dread_shop</mapping_name>
<HolderProperties>
<big_guns>0</big_guns>
<small_guns>0</small_guns>
<rockets>0</rockets>
<systems>0</systems>
<turrets>16</turrets>
<gk_guns>0</gk_guns>
<gk_turrets>0</gk_turrets>
</HolderProperties>
<engine_sound>Engine-Dreadnough.wav</engine_sound>
<engine_start_sound/>
<destroyed_mesh_name>Alien_dread_destroyed</destroyed_mesh_name>
<level>1</level>
</Interceptor>
"level" is the required pilot skill perk. (1 - 5)
Be sure to set the "name=" to something new and non-existent, this is the "id" of the carcass which then can be used to get the actual ship via a .lua/.script Script
This Carcass now can be easily added to Goblin Wizards Maintance Station Menu/Shop.
Feel free to ask for additional help

.
Also: This method can be applied to all "BigShip" Carcasses.