Good conversation on the staterooms.
There should be sufficient space for the crew. You've got Captain, Pilot, Astrogator, Engineers x2, Gunners x3, Stewards x6, and a Medic, a total of 15 crew.
You've got eight staterooms to work with. With double occupancy, you can put 9 on deck 3 (including the high stateroom, which ideally is just the captain) and 6 more on deck 1 (the Velos deck).
There's the problem of secret missions in the Velos. If the Travellers leave to take care of business elsewhere, the Ventura will have only 5 staterooms for the duration of the Velos' absence. If there are 6 Travellers, and they all go on the Velos (remember: never split the party!), that won't be a problem, but if there are fewer, that leaves the Ventura Fortuna in a bit of a pinch. Of course, the android crew could conceivably just stay on duty until they need a recharge. But that stretches suspension of disbelief for a group of Travellers who do not yet know the ship's secret.
Then there's the matter of the gunners. While Steward/Gunner might be an odd combination, it is conceivable that the two roles could be combined into single positions, especially among the configurable android crew. One could argue that stewards are needed to pacify the passengers in a situation where gunners are called to duty, but then again, the passengers could be kindly asked to go to their staterooms to wait out whatever situation requires gunners at their stations. There's more to being a gunner than just reporting to a turret for a fight – maintenance, simulations to keep sharp, etc. – but if a single scout can do the piloting, astrogating, engineering and gunning on a scout ship, we might be able to make an allowance for some double duty here.