Hey!
Gonna echo Larwick here; you've got the sharp angles but it looks opaque; the subdivisions you've made of the original surface are self-contained ie. not across multiple faces as you'd expect looking through it, also no ship!
(would be broken up a bit, hall of mirrors style), The background colour would make a big difference too; hopefully the game is all inky black space, 'cos that would be great; diamonds are traditionally displayed on black velvet for contrast, you could really do with
more darks to push the lights more I think, more extreme the contrast the better!
If you were to block out the far side of the crystal + the whole of the ship, then apply the frontal faces at opacity, could look well, might help with staying purposeful, keeping track of so many bits anyway, even if it does sound rather laborious. The previous aside it'll definitely be fairly easy to lose a larger impression of the lightsource with so many planes & reflections, so tone stuff down when it does inevitably get overcomplicated.
Processed gemstones are cut specifically so that they bounce as much light out the front as possible so they appear to glow; raw, naturally formed stuff obviously won't be quite so dazzling but it's a great 'perfect' material sample to draw on. The other part of that is they also chuck about a bunch of
unexpected colours via many small prism effects;
splitting light as it travels unevenly, so I'd throw in a few curve balls in the upper register there. Rambling now, I think how refractive the material is due to how much light is slowed down passing through (without being diffused) so in diamond; being super dense, the effect is really pronounced even in tiny stones but perhaps this is a larger factor in huge examples.