There, that looks much better. Polycount isn't really an issue, but it's always good practice to be efficient.
You may want to do your modeling on the low-poly mesh first, then smooth it, as it will be much easier and probably look better than trying to model on the new high-poly mesh. And as Norbert has said, the thing's going to be in motion most of the time.
Go for the really big details that affect the silhouette and the lighting; you can clearly see on the original textures how there's plates on top, and then an unarmored surface. Keep in mind what details will be communicated with the normal maps. Don't feel restricted by the textures' positions on the original model, either. So long as it looks great, close is good enough--like the Cain and Hatshepsut, for example.
You should also try and get the geometry on the individual parts to line up as they rotate. And remember that the whole thing is going to eventually be UV mapped and baked.