Alright, first those tracks, these are still way too tris heavy.
What they should look like:
These are 56 tris apiece, which i'd wager is like a percent of what yours have. Also, your tracks wouldnt function properly ingame, as when the vehicle moves, only UVs of the tracks are animated, the actual mesh stays still. So theorethically, with a amesh like yours, links in the track would move, but gaps between them wouldnt, which would look wierd.
Then all those little round tubes you have there, You should have them 6 sided, maximally 8 sided. If they are bent, try to make do with as little tris needed to show the bend, if you understand.
On the hull of the vehicle, i think you should try and bake majority of the details there into the normal map (especially since you already have the highpoly model).
In purple are the details you should IMO leave as 3D, the rest on that area should go.
About the scaling problem, i would change scene units to metrical, then make a box with the correct lenght of the vehicle, and then scale the vehicle to match the size of the box.
Keep it going, mate
