The character model for Samus in Metroid Prime on the Gamecube was close to 10,000. The game ran 60 FPS. You have a vertex budget depending on your hardware: most hardware can handle somewhere in the realms of a few hundred thousand triangles for everything at 60 FPS, and you can go significantly more powerful from there. I do believe this is a “use it or lose it” budget because vertex operations are held separately from pixel operations. At least, I know this was the case a few years ago. I also believe Lost Planet had up to 600,000 polygons on the Xbox 360, which is far less powerful than anything that would be installed on a computer today. Integrated graphics installed on Intel’s i5 CPUs can beat that.
I would suggest putting bevels on sharp edges that matter, like the edges on top of the counter. I tried to bake a rounded bevel on a cube, and the result was always poor. Remember, the normal map is applied to the geometry, so if the geometry is far off the information the normal map is suggesting, the normal map will be erroneous and won’t be convincing. A simple bevel with smooth normals will fix all of that. No baking necessary.
To save on using too much of a polygon budget, see what you can do without. Maybe your sink doesn’t need a cylindrical faucet with 8 faces: 6 faces, or even 4 can yield a good result. I made a huge bridge for a project in college, and all the rails and everything only had 4-sides: when you smoothed the edges and added the reflection, since there was no normal map going over the geometry, the end result looked perfectly smooth, and I managed to build the bridge with less polygons than Mario’s character model in Super Mario 64. If this really is a showcase, though, then you might want that detail to show. Don’t be afraid to make something, computers nowadays can do pretty much anything.