But what is the easiest way to notice in Hammer if the model is edict heavy as in having more than 1 bone? I get that it's something that is part of current maps or larger object usually but anything else than just knowing it? I'm working on a map that uses 1200 entities now, and it's payload. I can reduce the stuff with 200 easily by cutting some lighting and making those payload curves that are more longer to tighter etc but still i get left with 1000 edicts which is still high if i plan to keep it under 1400 after i'm done what i'm about to do.
Just look at the model and check if it's has a complex animation, since bones are used to move different parts of the model in induvidual direction. A player has bones for every limb (just like real live :O) a sentry has bones the main part, the bullet chain, the rocket launcher, the barels and maybe some metal parts.
The grandfarther clock from cp_mann_manor only has two bones: one for the clock and one for that swinging thingy.
You said you are cuting down lighting to remove edicts? Some entities in hammer dosn't add to the edict count in game:
-prop_static
-info_overlay
-info_overlay
-func_viscluster
-light, light_spot, (UNLESS it has a name)
-info_lighting
-env_cubemap
-func_detail
-func_instance
So you don't need to cut down on them. However you could remove some point_spotlights which are barely noticeable or are used on pairs certain lamps. Or like you said: place func_paths so that curves are sliughtly less smooth.
ALso quite effective is to merge certain brush-entities which have the same properties. Like if you have several trigger_hurt on your map for death pits or other hazzards, you can merge them to one entitie. Just beware that you don't merge entities with different properties like a func_respawnroomvisualizer for different teams.
Hope that helps