The seat has been cleaned up. The former polygon construction for the back made it look like it was 'rippled', or undulating. I re-made a different set of polygons (from the same vertices) that fixes this. And the texture has been tidied up, being made more symmetrical and better mapped to the vertices. And the strange, rather wide 'ledges' at the sides (no such things appearing in any photos) have been replaced with thinner side edges to 'fatten' up the otherwise razor-thin sides of the bucket.
For the external model, the long canopy frame post running the length of the rear canopy top has been narrowed. The internal model has it 40mm wide, whereas the external model had it 68mm(!) wide. This meant that when the POV is more forward in the cockpit, when looking back the rearmost part of this post (visible due to the clip distance being fixed to the POV) was seen as a distractingly wider version just behind the 'proper', internally modeled one.
As I pointed out in an earlier post... The rear canopy glass, which shows up with the post as the POV is moved forward, is another ugly aspect of the way in which the clip distance is formed as a cube fixed to the POV (not just moving with, but even rotating with the virtual pilot's head). I reduced the distracting prominence of the external model's glass by reducing its opacity in the glass2.mat file. If you have Avala's plane shine mod, you'll have at least most of the planes' glass2.mat files, for which you could so easily make such a change to any plane where part of its external glass is seen from inside.
I'm just starting on the air intake immediately aft of the canopy, where I'll give it a modicum of rounding.