I'm in the process of creating a series of compartment coaches built for the Dutch State Railways (Staats-Spoorwegen). I'm rather amazed at how they've turned out, but I feel that I kinda need some help on resource management. I'm getting this feeling that I'm going way over budget, texture wise, and polygon wise. Below is a screenshot of one of these coaches:

Type B6c compartment coach, built around 1890.
I'm working on a few more coaches of the same appearance. I'd really appreciate some input on 'best practices'. The polygon count is in the 10000 - 12000 range, and the triangle count is about twice these values. How would you manage LOD's? Is there a rule of thumb for poly counts at say 100 meters, 500 meters, and 2000 meters?
Textures are another headache. Almost everything is textured using the TrainLightBumpSpecMask.fx shader, giving diffuse, normal, specular, and ambient occlusion. The AO uses a seperate unwrapping, because many parts are overlapped on the diffuse. The normal and specular are edited from the diffuse.
- Body: TrainLightBumpSpecMask.fx. Using 2048 by 2048 diffuse, and a 2048 by 2048 normal, with specular alpha. This material is unique for each coach.
- Frame: TrainLightBumpSpecMask.fx. Using 2048 by 2048 diffuse, and a 2048 by 2048 normal, with specular alpha. This material is universal, and can even be adapted for twin-axled coaches.
- Windows: Trainglass.fx. 256 by 256 diffuse, with translucent alpha. Also a 32 by 32 dummy texture. This texture can be shared amongst coaches.
- Interior: TexDiff. I've got one 1024 by 1024 that has bits of 1st, 2nd and 3rd class interior, so this is a common texture.
- Decals (not shown): Decal are created by two 512 by 512 textures. These may be shared amongst passenger carriages, luggage vans, freight, what you like. Everything with letters on 'em.
Would any of the experts be so kind as to comment on these statistics? Another thing that I'm not entirely sure of, is how Train Simulator handles common textures. Say I'd have a train of 5 different carriages, all variations of the above. Would the 'common' textures be loaded just once, or would I still get a draw call for every instance of the texture in the game? The latter of course rather undermines my enterprise to keep textures common...
And yeah, LODs. Is it good practice to just ignore the AO unwrap as I cut and weld to reduce polycount? That's what I've been doing now. I'd love some screenshots from 3ds Max or so showing a distant LOD!
Cheers,
-deLuxe.