Dude, you could cut the tri count down by half and have no significantly noticeable change in the way it looks, there are so many tiny/unnecessary details. Optimization should always be the main priority when creating game assets, especially non-interactable environmental props. Remember, no one will be taking in small details from many feet away, while focused on the game. The fact you need LODs for something inside a house is scary, especially with so many other props around with high polygon density.
I'm making these suggestions because I see that you're studying to be a game artist and it seems to be something you take very seriously. If you take an art test for a studio some day, you will have to prove that you made the most of your models with as few polygons as absolutely possible to get the job. Even the props in our game, Rage, has less geometry than this, and the game is highly detailed/realistic compared to TF2.
I'm also making these suggestions because if you are planning on releasing them to the community, I don't want my computer exploding from the over-use of un-optimized assets in every new map I play v:
It's a beautiful model, and I think you can push it to a nice high poly version and bake out some normal maps for your portfolio or something, but TF2 is so simplified that it hardly even uses normal maps outside of characters v: