Ahhh nice!
If you had a LARGE layout, for example, 10000x10000 and let's pretend you had 100 zones, laid out in a grid like fashion. So each zone would take up 1000x1000. Each zone would have its own invisible trigger (an invisible 16x16 rect scaled up to 1000x1000 to save on memory).
You would dynamically create each zone rect at start of layout. Add an array to the rect in a container. So when each rect is created, the array is created with it. Loop through all the rects and store each zone's ship positions / types in the array and then destroy the objects / ships (except in the zone the player is currently in).
When the player leaves each zone and enters another (basically testing if the ship overlaps that zone's rect), the one the player leaves would save the positions and ship types in an array that's attached to that zone at the time of leaving, and then destroy those objects. If a ship is onscreen but is attached to the previous zone, then don't destroy it, instead attach it to the new zone. This way you'll only be dealing with the ships in the current zone, plus any others that straggled into the new zone. Then you won't have ships suddenly disappear when entering the new zone. It seems simple enough in my head, but I imagine it could be quite complex when you get down to it.
Does that make sense? It does to me, but I'm not sure if I've explained it correctly. Sleep deprivation and all that ;p