You can copy/paste but we still need a tool to move the core.
As for the ship, you might want to break up those strait lines before it is too late. As they are now they will give you a lot of flat areas that will be a pain to fix at a later stage of the build. It is still in a really early stage so i look forward to seeing progress.
It's not that the lines are bad. Lines are easy to build and repair, you can live with them if decent surface details are provided afterwards.
The problem here is the contrast between curvatures. The given ships has extremely difficult set of lines on the front, which will be a huge pain to flesh out when it will come to it. Then the ship goes full-straight all the way to the end, there the bridge goes difficult even further - in practice, the end result will be completely untangible, chaotic set of surfaces and curves. The size of that bridge also is completely unbalanced to the remainder of the ship's hulk.
The proper way to approach the initial stages of design is to pick 2 or 3 angles, apart from the straight lines, that the design will be built around.
It advised to use angles that are aliquot (divisible by the same number without remainder). personally I stick to the 45/22,5 pair at all times.
On a side note, any ship builder should stick to the personal order of procedures. In our current case, we can see the author to using a left/right projection, but for a good ship of that size that wouldn't be enough. I strongly recommend to avoid fleshing out any parts of the ship until all three projections are finished (top/down and middle-cut in this case) and observed,
at least. In practice even more additional wiring should be used (which is how sea-ships, planes and buildings are build in real life), as it will give you a better perspective of what your ship will look like when it's done, and what surfaces you will have to fill-up. Going for a complete bridge, when you're not even final over a ship's width is very counter-productive.