Sotspedia requires a loading screen to get to and I cannot be expected to remember what ship sections were what from SOTS I!
Did someone transplant your memory with that of a goldfish or something? Mission sections are self explanatory (Drone section carries drones, funnily enough). Same for the command sections

Modules are all references to begin with, so it shouldn't be too hard to work them out even without reading their descriptions:
Hannibal - Escape module for the admiral (Hannibal from the A-Team)
Semper Fi - Increases Marine compliment (US Marine core motto)
Camel - Increases supply (well duh, a reference to the camelus genus)
Caravan - Increases crew and supply (again duh, caravan)
Scotsman - Increases repair chance of critical damage (Reference to Scotty from Star Trek)
Professor X - Psionic capabilities (Professor Xavier from the X-Men)
Bulwark - Increases structure (again, self explanatory, you're adding bulwarks)
GOOP - armour repair (as per the GOOP technology description)
Karnak - Increases chance of hitting armour weak points (Karnak from the Marvel comics)
Joker - Adds ECM (Probably a reference to Batman's nemesis, but it's also a pretty good description of what the module does)
Dancer - Reduces inertia (Another self-description, might be a reference to Santa Claus)
Hawkeye - Increases sensors, adds ECM (reference to the popular name of several birds of prey)
The engine modules don't currently work at the moment:
Reflux Reactor - should be Liir only, increases ship tactical speed and manoeuvrability and should be locked until a specific engine tech is discovered.
Aux Fission/Fusion - Should be locked till armoured capacitors is discovered, increases energy.