Quote: ":S 2k - 3k triangles? That could easily be done in under 1000... I'd say maybe 200 - 300."
quite right, only spent polygons when necessary not just because you can.
most turbosquid high end 3d stuff irritate me because it's poor quality stuff that they just throw more polygons at when it could quite easily be sold as a nurbs or spline cage model so the end user can adapt the polycount to their own personal needs.
fbx doesn't support everything just to be cocky, it's so there is a flexible scene format that is compatible with every damn app.
textures or shader maps are a bloody good way of faking additional detail, polygons really should only be used to flesh out the main detail.. use images to provide the depth and realism.