Jesse: your technique for modelling a wing is something I have used several times in the past, with little success. There is just no way to keep a uniform and smooth curve to a wing once you start moving individual vertices.
So I tend to take that same cylinder and then use the taper modifier to get a teardrop shape. Then detach one half of the cylinder (in the "face" modification mode) and reduce its width by about 50%. This gives you that unique form so common in airfoils (shallow below and a nice hump on top). It also reduces the amount of inconsistencies later on down the road when building the gear housing.
Falcon: do not get discouraged when making your first model. The key is perserverance. Travel around the web, looking at every gmax-related site that's out there. A good one is the
FFDS Forums. They are incredible modellers, and its the "home" of such greats as Milton Shupe and Rob Barendregt. At least, they post there a lot . . .

The forum is also a YaBB type like SimV, so it will be easy for you to understand and find what you need. I've found more help on specific issues there than almost anywhere on the web.
But I will always call SimV my home base . . .

PS: if you need any specific help with objects, get me at
lockefp@gmail.com