Sorry for the delay, taking a look at this now

First thing is this bit on top of the scope, the smoothing is kinda screwed up. TBH The only way you're going to get a decent transition, without spending lots of tris, is to make a high poly model of this part of the scope (possibly others too) and bake the normals from the high poly to the low poly. Would also mean you can remove a bunch of those extra edges you've put in to try and control the smoothing but aren't really enough to do so really:

TBH your going to need a few more edges on this chamfer to control the smoothing better here, or like above, control the smoothing with a HP normal bake. Also I take it that face on the front is just a smoothing error from the backport? If not, needs a chamfer there to control the smoothing too.

Is this back of this below the knob meant to be so low like this? Don't have any refs to hand to check it against but just looks a little odd is all?

I'm not sure if these indents here in the knobs are really worth modelling in, since there is nothing to silhouette them against to really notice them over a normal map which I think in this case, could work just as well with fewer tris and more space for this sides UV.

I think the front end of your scope here also needs to be bumped up to 32 sides as it is pretty clear from the 1st person position that it is quite blocky right now when silhouetted against the surroundings, especially when compared with the cap under it.

Need to define your edges more, like on the inside of this knob by the scope, the edges aren't as they should be:

This little cylinder here isn't really worth it and will likely zfight, would do it though normals.

This little indent here is kinda a bit low poly tbh. Would do it more like so, possibly with also with a HP Normal Bake:

I would have the knob welded to this side fully, with also deleting its unseen faces. Right now with it like that you're wasting quite a lot of UV space which is more important than the tris saved.

Would also remove this hole here, isn't going to be seen other than maybe for a split second during the reload animation if someone is really looking for it and can be done with normal and fake shadow

This indent isn't needed, hardly going to be seen and can be done with normals:

Bunch of hidden tris here on both sides of this attachment groove, best to remove them and weld them up as the scope is never going to be detached from the rail ingame and just wasting tris and quite a bit of UV space.

These geospheres should be made rounder to match the roundness of the tube

Would fold these strap attachments down and think might be worth making them rounder too.

Strap bases clip quite a bit into the main mesh, wasting UV area, best to minimise UV wastage as much as possible.

Should also remove the hole though the strap attachment base, no one will miss it, can do it though normals and 2D shadow on the texture, and you can also then remove these sides of the strap ring, both saving a few tris and UV space

Can remove these loops saving a few tris.

This bit is clipping though the side of the bit its in, should bring it out to rest it just on it (saving a little UV space) and would also make it a bit smaller too, also possibly optimizing the outside too a bit

Can remove this edge on the back iron sight:

This rod clips though quite a bit of mesh. Worth cutting it up so you only have the bits that are visible there, saving UV space even if it is at the cost of a few extra tris, and also preventing possible zfighting.
That is unless we have adjustable sights for this and can make them move accordingly, so ye, actually
keep it just encase we can/do.

You should weld up this box here to the scope mount:

This is a bit odd how the scope mount has more tris than this, and it levitates in it? Would weld it up to it fully tbh, unless you have refs showing otherwise?

You should weldt these together, will save quite a bit of UV space.

Missing face here, although might be best to move it so its fully in that box?

Can delete the hidden faces for these blocks:

This bit dosen't really need this much detail, could collapse a few of those tiny chamfers etc?
A few hidden faces here you could remove, possibly weld up these attachements too?

You could possibly chamfer this band a bit to make it a smoother transtition to the padding? Possibly have it start a bit further back too?
Other than those points, and the smoothing which I've not noted as they are most likley backporting errors, its looking really good, keep up the good work!
