Sweet, thanks for the input.
I'm not entirely sure how many poly's it has. I would have preferred to use normal maps in a few places, namely the wood thing on the top, but I didn't. No real excuse for that, I just wound up modelling it instead of learning how to normal map. And yes, the front part is very messy, partly because of Blender's overzealous creation of vertices during subdividing the surfaces, and largely because of my overzealous attempts to simplify the model after that modifier was applied.
I'm not entirely sure what you mean by smooth groups. The reason that there's little smoothness is that I didn't want to deal with all the extra vertices that Blender makes with subsurface modifying, which was how we were taught to smooth. I spent hours cleaning it up after I applied the lowest setting.
As for the cartoony-ness, yes, I wanted it to look a bit like some guns I've seen in mangas, since the game I was making was going to be a stylized alternate reality depiction of WW2. This was sort of based on the Thompson. The primary problem I think you're talking about is that the barrel/muzzle are massive, and the muzzle is rather fluted at the end. Yeah, that was intentional. The weird thing on the rear sight is indeed weird, and I'm not entirely sure why it looks like that.
Again, thanks for the input. I was going to keep working on it over the summer, so it's ready to be used when I take Game Design again next year. Thankfully, it's going to be all 3D stuff, no dealing with trying to make Flash projects on Macs.