yes that looks perfict for HT&L, right on, just with counts that high, make sure you don't use too many textures, a diferent one on each submodel will be fine (becase they have to be rendered independently anyway), but don't use like 30 diferent textures (if posable only use one),
also a note on UV mapping, future improvements may use index buffers, to get the most out of your model for this geometry structure you should try and get as many faces to use identical UV coords on a vert as posable, so if you can try not to break the faces into too many UV groupes, this however is many months down the road if it ever arises at all, so don't break too much sweat over it