NEVER rename items in Blender after you have imported into Unity, because then Unity imports them as though they were new GameObjects. That’s how the mapping works if you look in the .meta file associated with your Blender file. It is done by name.
I would also NEVER reparent them because of the root (-90,0,0) rotation issue when going from Blender’s right-hand system to Unity’s left-hand system. Reparenting potentially moves an object in or out of the guard area for this rotation.
The best way to do this is to make all the elements of your cockpit in the Blender file (or separate Blender files if you wish).
Then build your prefab (or scene) containing the cockpit, and explicitly do all the parenting and organizing ONLY in Unity, just using the Blender file as a list of “chunks of geometry” to use. I’m talking about actually dragging specific meshes out of your Blender file and connecting them in your scene / prefab.
I also like to keep making fresh copies of the Blender file for each major change I do, and then connect up the new mesh in the prefab.